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Sven Co-op
Sven Co-op is a co-operative modification for Half-Life in which players must work together against computer controlled enemies and solve puzzles as a team.
Visit the official site at SvenCoop.com.
This article contains a brief overview of all Half-Life 1 versions of Sven Co-op—past, present, and future.
Sven Co-op 4.8 (current version)
Date of release
June 30, 2013
Download mirror(s)
Please see http://www.svencoop.com/mirrors.php for the full list of mirrors.
There are many ways you can help!
There are many ways you can help!
- Provide honest, constructive feedback. »
- Share this map pack with your friends, and on other sites and forums.
Please see http://www.svencoop.com/changelog_4.8.php for complete changelog.
Maps included
Afrika Korps
Afrika Korps Bonus
Another Unit
Black Mesa EPF
Danger of Collapse Part 1
Dead Simple Neo 2
Escape 2
Escape 3
Half-Life / Opposing Force Single-Player Portal
Half-Life: Uplink
Hostile Planet
It Has Leaks
Kyper Kuutio
Momma Mesa
New Hope's Last Stand
Osprey Attack
Polar Rescue
Richard Boderman
Sector E
Stadium 3
SvenCoop 1
SvenCoop 2
They Hunger Co-op: Episode 1
They Hunger Co-op: Episode 2
Toad Snatch
Toon Run
The Turret Fortress
All versions below this point are old. Just some few servers use it. Go back and download the latest version.
Sven Co-op 4.7
Date of release
December 25, 2012
Please see http://www.svencoop.com/changelog_4.7.php for complete changelog.
Maps included
Afrika Korps
Afrika Korps Bonus
Another Unit
Black Mesa EPF
Danger of Collapse Part 1
Dead Simple Neo 2
Escape 2
Escape 3
Half-Life / Opposing Force Single-Player Portal
Half-Life: Uplink
Hostile Planet
It Has Leaks
Kyper Kuutio
Momma Mesa
New Hope's Last Stand
Osprey Attack
Polar Rescue
Richard Boderman
Sector E
Stadium 3
SvenCoop 1
SvenCoop 2
They Hunger Co-op: Episode 1
They Hunger Co-op: Episode 2
Toad Snatch
Toon Run
The Turret Fortress
Sven Co-op 4.6
Date of release
December 25, 2011
Download mirror(s)
(720 MiB)
Atomic Gamer
(512 MiB)
Please see http://www.svencoop.com/mirrors.php for the full list of mirrors.
There are many ways you can help!
There are many ways you can help!
- Provide honest, constructive feedback. »
- Share this map pack with your friends, and on other sites and forums.
Changelog 4.6
Added new map: Black Mesa EPF (by Mutant)
Added new mod conversion: Half-Life: Uplink (Thanks to edman747)
Added map: Momma Mesa (by BlueFeena)
- Map has been reworked from its original release for Sven Co-op 3.0:
- Skill file has been modified to make the map less impossible.
- Added 4 difficulty settings for players to select at the beginning of the level.
- Prison mission has been completely redesigned.
- Added numerous shortcuts.
- Added a new transition into the arena mission. Instead of falling into a teleporter like before, players now get an elevator ride and a more elaborate teleporter.
- Added a secret sewer tunnel to the outside of the canyon, contains Python ammo, a SAW, and two SAW clips.
- Extended the generator mission. Players now make a brief trip to the trainyard.
- Manta Ray now shows its health.
- Added sprites for the alarms in the lab mission.
- Added a grated floor to prevent players from falling into the pit in the lab mission.
- Added a new v_shotgun model.
Added new mod conversion: They Hunger: Episode 2 (Thanks to JPolito)
- Connected the outro map of They Hunger Episode 1 to the intro map of They Hunger Episode 2.
Added new map: Toadsnatch (by Nih) Added map: Turretfortress (by Nih)
- Map has been reworked entirely from its original release for Sven Co-op 4.5.
Major Changes:
Half-Life / Opposing Force SP:
- Applied countless fixes to Half-Life and Opposing Force SP levels (tremendously huge thanks to edman747)
- Added Half-Life train intro levels.
Minor Changes:
- Reverted Ripent.exe to the version from ZHLT 3.4f to solve a problem where ripented maps became incompatible with the originals.
- Abandoned: Kingpin plus sporelauncher added.
- Afrikakorps1: Added additional spawn points that move as players progress through the map.
- sc_another: Spore launcher added
- sc_another: Monster_kingpin added.
- Auspices: Spore launcher added; Shotgun now uses HL1 firing mode. The shotgun model is not compatible with the new firing mode.
- Deadsimpleneo2: One Tor boss has been replaced with a kingpin, the other Tor can now spawn agrunts
- Deadsimpleneo2: Damage done by monsters has been increased by 2.5 for XPmod servers
- HL_OpFor_SP_Portal: Added trigger_vote to HL:CH1, OpFor:CH1 and OpFor:CH2 so the player can choose if they want to have a trainride or go right into action.
- HL_OpFor_SP_Portal: Added random destination teleporters for HL and OpFor
- HL_OpFor_SP_Portal: Added Uplink SP portal room
- Intruder: Monster_kingpin added.
- It Has Leaks: Made the moving platform in library 20 units slower
- It Has Leaks: Moved a path_corner for the moving platform in the library 128 units down you should no longer have to use the lost art of strafe jumping to make it, or create a human tower.
- Jumpers: Arrows made more visible.
- Jumpers: Added 20 second wait time before players can exit the spawn room
- Jumpers: Changed main jumper name to point man for easier communication
- Jumpers: Map detects if the server is running xpmod and increases damage taken by players to balance the game.
- Jumpers: When the map is over, the team's score is compared with the server high score, as was originally intended with the map
- Jumpers: 2 Kingpins have been added as the fifth boss
- Jumpers: Rank system has been altered
- Jumpers: Players see their objective when spawning
- Jumpers: A purple glow sprite now floats above the Point Man
- Osprey: Removed Tor from the outside arena area
- Polar Rescue: Fixed a server crash when a sniper assassin turns off the lights
- Polar Rescue: Fixed scientists not always moving to the teleporter properly
- Polar Rescue: Fixed a server crash when destroying a nuclear missile
- Polar Rescue: Fixed hostages sometimes freezing prior to entering the bottom floor teleporter
- Polar Rescue: Added debug room, no clip through the wall with the giant map on it
- sc_royals: Added sporelauncher and spore ammo to maps 2, 3 and 4
- sc_royals: Added grappler to maps 3 and 4
- sc_royals: Gave godmode to barney
- sc_royals: Gave godmode to ichthyosaurs in map 2
- sc_royals: Added more ambient sounds to each spawn area
- sc_royals2: Edited jumping puzzle. It uses textures now as symbols.
- sc_royals2: After each area is finished their theme songs are switched off.
- Sector E 1 + 2: Added monster_kingpin.
- Sector E 3: Fixed a client crash when using the iPad
- Sector E 3: Added gluon gun for finding the 15 flowers across 3 maps; appears in the final area just before going down the ramps to weird Gordon
- Sector E 3: Replaced Tor with Kingpin
- Stadium3: Added the kingpin NPC.
- sc_tetris6: Kingpin boss has been replaced with monster_kingpin
- VGER: Added more ammo to the config file. Players now spawn with an m16, tripmines, grenades, satchels, a full loadout on shotgun and 9mm ammo, ar grenades, and m16 ammo; also set sv_weaponstay to 1
Model Changes
- Added walk and run sounds to kingpin QC
- Added new melee attack for Kingpin
- Added finishing touches for kingpin death animation
- Added death animation to kingpin
- Fixed dm_gordon player model's floating rat tail (hair thing on the back of his head)
- Fixed left hand clipping into M16 weapon model
- Updated kingpin model with completely new attacks
- Updated the kingpin model
- Added minigun with Opposing Force arms
- Cleaned up minigun texture assignment
- Fixed color-changing problem with the prisoner model in MommaMesa
- Global model replacement for all Opposing Force v models for Opposing Force campaign
- Changed color of medkit world model border to make it more distinct from pmedkit
- Removed UVW seam on slick scientist head
- Tweaked FPS of reload animation on the v_uzi model
- Tweaked chrome effects on 357
- Added a new v_shotgun model to MommaMesa
- 357: Rotated recessed areas 30 degrees and fixed holes on barrel.
- Added new loader.mdl with HL and Opposing Force animations
- Added cSMG's hgrunt_sniper.mdl
- Merged hungerzork from They Hunger into one model
- Added Kingpin model
- Cleaned up Barniel player model rig
- Reverted dm_gordon player model to to fix faceted faces
- Added shephard and beret player models
- Modified sc_activist houndeye to have increased attack fps
- Increased size of buttons on v_medkit to eliminate holes
Sound Changes
- Normalized all kingpin sounds based on average loudness and removed background static noise from idle/move sounds.
- Added a slow-movement sound to be used for the walk animation of the kingpin.
- Added new Kingpin death sounds.
- Made the kingpin sound effects sound less like a person gurgling.
- Added new kingpin idle/alert/move/pain sounds.
- Updated songs for Kyper kuutio.
- Added new bodyguard sounds.
Code Changes
New Features:
- Added the kingpin monster.
- Added trigger_setcvar entity, allowing a number of specific CVARs to be dynamically set by mappers.
- Improved trigger_track_goal to account for non-looping path tracks.
- Added spawn flag for func_tracktrains to skip updating its yaw angles as it moves.
- Mappers can now specify angles/orientation for the Weaponbox entity.
- Added a solution for allowing Hammer to have key names for WeaponBox ammo types. This involves some new key names for Hammer which are converted to their actual ammo types.
○ bullet9mm (9mm Ammo)
○ bullet357 (357 Ammo)
○ bullet556 (556 Ammo)
○ handgrenade (Hand Grenade Ammo)
○ satchelcharge (Satchel Charge Ammo)
○ tripmine (Trip Mine Ammo)
- Added info_teleport_destination "trigger on spawn" feature.
- Added new "Player Invulnerable" spawnflag for trigger_camera to stop players taking damage while the camera is active.
- New spawn flags added for the xen plant entities (xen_hair, xen_plantlight, xen_tree and xen_spore_small/medium/large) which make it easier for mappers to place them in a natural looking way:
○ "Drop To Ground"
○ "Random Angles"
○ "Non Solid" - Only applies to xen trees and xen spores and trees.
- Func_breakable and func_pushable entities have the following changes:
○ New spawnflag "Immune to Clients" - Cannot be damaged or broken by players under any circumstances (except when triggered to break via the "Only Trigger" spawnflag).
○ New "Classify" key. When set to "Player Ally" (11) or "Human Passive" (3), can only be broken by players when the cvar "mp_npckill" is 1. Immune to players but damageable by monsters when "mp_npckill" is 2.
- trigger_copyvalue and trigger_changevalue can now concatenate strings.
- Added spawnflag 2 to game_text, which disables printing the message to the console (apart from servers and developer mode).
- Func_door - new "fire on open" feature added for func_door.
- Added trigger filtering code to player spawn points, so you can now use a semi-colon ';' separator to filter inputs and outputs using multiple target names.
- Added "Reusable" spawnflag and custom-sprite option for the env_funnel entity.
- Added saw tooth and sine wave LFO options for ambient_generic.
- The "player_weaponstrip" entity can now be configured to strip the player's suit.
- The "player_weaponstrip" entity can now be set to strip items from [all players] or [all players except the activator], instead of always only the player that activated it.
- Added copy-interval to trigger_copyvalue.
- Added trigger_condition constant mode trigger behaviour. (See FGD)
- Added new weapon and ammo entries for func_breakable's "spawn on break" option.
- Added ability for trigger_save and trigger_load to trigger something after saving/loading.
- Added "Trigger after spawn" ability for trigger_createentity.
- Added "!activator"- and "!caller" support to trigger_createentity.
- Added new entity trigger_entity_iterator. Allows level designers to search the map for certain entities in the game and force them to trigger something.
- Mappers can now re-define sv_maxvelocity for high speed trigger_push entities.
- New entities item_helmet and item_armorvest, as they appear in Blue Shift.
- Trigger_change_class entity can now work with Players. This allows players to have their classification overridden.
- Trigger teleport can now be enabled/disabled by targeting it, so you don't have to use a master entity to disable the teleporter. Supports use type on/off/toggle properly. New spawn flag 4096: Start Inactive
- Trigger_changevalue and trigger_copyvalue now support setting entity state and flag bit mask variables with original identifiers from the code. ("FL_NOCLIP", etc.) Leading ~ will perform bitwise negation.
- Trigger_changevalue and trigger_copyvalue now support setting entity edict keyvalues. For trigger_copyvalue, source keyvalue can be left empty to treat the source entity as the edict_t* to be used.
- Added feature for mappers to set custom keyvalues to store variables on entities.Use the following prefixes:
○ $i_name for integers (whole numbers)
○ $f_name for floating point numbers (decimal numbers)
○ $v_name for vectors (X, Y, Z)
○ $s_name for strings (text)
○ Changed a bitflag assignment from + to | (xenmaker template).
Weapon Changes & Bug Fixes
- New feature: Shock rifle secondary fire can now charge player HEV
- Updated shared player movement code to help reduce lag complications when using the barnacle grappling hook.
- Fixed Barnacle grapple tongues being pushed by trigger_push.
- Reduced the delay time for spore launcher reloading (as you finish reloading).
- Increased size of firing cones for mp5, m16a2, and m249 SAW.
- Client-side firing cones / bullet hit positions synced up to match server's version.
- Fixed the server telling clients to play the wrong sound when firing their pistol (primary fire).
- Fixed dual Uzi super rapid fire exploit when holding reload if no reserve ammo is available.
- m16a2 - increased primary attack rate of fire.
- Shock rifle - Lightning now takes twice as long to charge and the chain lightning decays twice as fast.
- Players that use their medkits are awarded points depending on how much they heal.
- Added CVAR "mp_disable_medkit_points" to control points given for healing/reviving — mapper controllable. Points given for healing is 10% of what you heal (i.e. heal something by 8 points and 0.8 points is added to your score).
- Removed framerate reduction for some third person animations.
AI / Monster Changes & Bug Fixes
- AI - Modified NPC's movement function to gradually turn while facing a new direction.
- Limited grenade throwing distance for NPCs to 1024 units maximum.
- Updated Bodyguard NPC to use additional custom sound effects.
- Agrunt - fixed issue with freezing in place if teleported into a solid object.
- Changed male assassin m16a2 firing cone from 5 to 6 degrees.
- Changed sentry gun firing sound to automatically select a sound channel.
- Opposing Force Grunts can now move and shoot/reload like regular grunts again.
- Human Grunt Medic - Removed range attack schedule from fail schedule fallback. Caused medic to shoot unreliably if unable to move to desired position.
- AI - Performance tweak: Removed visibility check for targets that aren't in an NPC's view cone.
- Apache - slightly increased maneuverability of Helicopter.
- Gargantua now properly kills things it bites by calling the prey's "Killed" function, rather than just applying tons of damage to it.
- Gargantuas will now engage in pursuit with an enemy more quickly if its swipe attack misses the target.
- Agrunt - Fixed inability to consistently attack when running and swiping similar NPCs that were also running.
- Agrunt - Fixed issue with Alien Grunt being able to swipe / throw creatures larger than itself around the map - added modifier based on maximum health.
- Agrunt - Increased range at which the AGrunt decides it should melee-attack by 10 units.
- Fixed grenade usage for Rocket Grunts.
- Updated AI code to handle fearing enemies properly.
- Updated move-attack code to resolve some animation pops.
- Pitdrones will now engage in pursuit with an enemy more quickly if their swipe attack misses the target.
- Tor - added missing staff-blast sound effect in sound precaching.
- Fix for some allied machine monsters not checking if they are allowed to be attacked or not according to CVAR mp_npckill.
- mp_npckill 2 will now disallow other player allied and human passive NPC's to hurt a player allied NPC.
- Pitdrone - Idle sounds added.
- Pitdrones make a pain sound when they miss their target
- Torch Grunt - Slight adjustment to decal tracing function when Torch Grunt cuts through a door.
- Gargantua - Improved ability to catch prey.
- AI Animation - Revamped animation sequence code, added HURT movement animations' groundspeed calculations to fix rare NPC walking-in-place bugs.
- Alien Controller - fixed issues with various AI related movement queries for the alien controller. groundspeed is now updated to match flightspeed.
- Robot Grunts - fixed memory leak with player weapon lookup.
- Sentries / Turrets - fixed memory leak with player weapon lookup.
- Fixed hullsize problem with monster_generic. Fixes issues with scripted_sequences and misc.
- Corrected turret firing sound precaches ("turret/tu_fire1.wav" used by large turret only, "weapons/hks_hl3.wav" used by miniturret and sentry guns).
- AI - Updated brush-based NPC attack handling to fix center-of-entity aiming issues.
- Snarks spawned from snark nests spawned from squadmakers now take on their parent's classification.
- Improved the "scale" keyvalue support for NPCs. Movement speed is now in proportion to scale. Default scale of 1.0 applied for all NPC.
- AI - Monsters now forget enemies that gain FL_NOTARGET after already being seen without it.
- AI - Fixed issues with displaying dying monsters with half health on the HUD.
- Changed snark classification to "alien military" to fix issues with snarks attacking alien slaves and other non-military aliens.
- Male assassins now stop investigating sounds if they're set with the prisoner spawnflag.
- Male assassins with no weapons will use sequence "standing_armswing" instead of "standing_m40a1" (sniper rifle). If "standing_armswing" isn't present in the model, it will fall back to "standing_m40a1".
- Turrets, Mini-Turrets, and Sentry Guns now auto-start if they lack a targetname, and are not set with the "Start Inactive" spawnflag in Hammer.
General Changes & Bug Fixes
- Sound engine - Performance improvement - Moved audio volume check to UpdateEnvironmentalEffect() so that it doesn't do a CVAR lookup every game frame.
- Changed UpdateEnvironmentalEffect() to run every 2 seconds instead of every second.
- Modified some room types (audio environment sound effects) slightly.
- Moved the sound engine's volume check up higher so that it executes even if room_off is enabled.
- Added CVAR pointers to replace CVAR lookups for opengl shadows, game audio volume level, room_type, and room_off to improve game performance.
- Added server-side warning if the hostname is too long, and will be cut off by the Steam server browser.
- Changed server-side warning for too many vote maps to an alert rather than a log.
- Fixed a few issues with things glowing when they are not supposed to, after being hit by shock beams.
- Increased slime/lava damage to Quake-like levels.
- Health / Hev wall chargers - Increased speed of player recharge rate by 50%
- func_tracktrain - changed console debug messages to read func_tracktrain instead of func_train.
- Fixed bug with trigger_setorigin's offset difference calculation.
- trigger_condition - Fixed bug with trigger_condition not regarding the "Cyclic" entity spawnflag when triggered.
- Trigger_copyvalue now allows rounding (normal/ceiling/floor) of floating point numbers to n decimal places or a whole number (integer) when converting values to string.
- Trigger_copyvalue - Changed trigger_copyvalue to fire "trigger after operation"-target even if operation failed.
- Fixed some play-loop issues with sprites.
- Minor bugfix for death effect.
- Fixed problems with targetname filtering for the game_player_counter entity.
- Fixed a minor visual artifact that occured when players picked up items.
- Fixed trigger_condition not reacting more than once per frame.
- Fixed bug in trigger_copyvalue where a string reference was used as if atoi(STRING()) had been used on it, causing operation to always be the default operation.
- Fixed game_zone_player "Ignore dead players" flag.
- Fixed trigger_hurt_remote list memory management, list iteration and unwanted toggling behavior in the "non-constant" mode.
- Changed the map voting list to use the unreliable message channel to help free up the reliable channel for more important data when players join.
- Stopped the map voting list printing every map added to it in the server console.
- Sound engine - Minor adjustments to 3D positional audio settings.
- Sound engine - Changed sound messages to transmit entity indexes as short integers to take up less space.
- Fixed trigger_changemodel issue having rough transitions. If set on monster, previous animation activity and animation frame are accounted for. Animation interpolation is also disabled during the model swap.
- Re-enabled game_text messages printing in the console for all instances, not just for servers and developer mode.
- Sound engine - added proper checking for sound_cache folder creation.
- Fixed being able to revive gibbed players.
- Added a new message for acid deaths "[player] has been dissolved".
- Players no longer drop essential weapons (crowbar, wrench, medkit, and grapple) on death.
- Func_breakable - fixed memory leak with player weapon lookup.
- Fixed memory leak with map skill CFG files.
- Fixed bug with func_breakables using the player ally or human passive classes not following mp_npckill rules properly.
- Modified func_friction to allow a value above 100% to slow down player movement by changing the player's maximum speed.
- Sound engine - Increased maximum number of sentence groups from 250 to 384
- Fixed trigger_friction resetting player speed to maximum if the player is holding a minigun.
- Greatly improved trigger_condition, trigger_copyvalue and trigger_changevalue error reporting.
- Added trigger_save and trigger_load error reporting.
- The server console will now get a copy of game_text messages, but only if developer is set to 2.
- Minor fix for game_text developer console output. It requires 'developer 2' enabled to be shown server-side.
- Fixed issue with excessive "has been killed by" log messages printing.
- Denied cheat attempts are now logged in the server console including the player name, Steam ID, and the cheat attempted.
- If developer is 2 (or higher) the sound engine will print a list of sounds it successfully loads along with fails.
- Deleted CVAR "sv_admins" for a list of server administrators, as it is limited to 128 characters. Instead list your server administrators in a text file pointed by CVAR "adminslist" [default "admins.txt"]. You can have up to 256 administrators in this file.
- Fixed warning "doesn't have a landmark" not having a newline ending, meaning the next console/log message was stuck on the end of this warning.
- Added resolutions for 1600x*, 1680x*, 1920x* to the VGUI code.
- Changed armor damage multipliers when a player is in slime or lava. Slime: 1x if feet submerged, 2x if waist submerged, 3x if fully submerged. Lava: 2x if feet submerged, 4x if waist submerged, 6x if fully submerged
- Moved some sound-engine-related debug messages to the "developer 2" setting.
- trigger_setorigin - Entity positions (their origin) are now *always* updated by the engine. Removed unused/non-functional features. Added new feature "angle offset" - offsets the target entity's angles after it's positioned in place. Entity offset calculations are now based on the entity's origin, rather than the entity's center position. Backwards compatibility added for removed feature "m_fRotate". If "m_fRotate" is specified, the "Lock Offsets" flag is turned on. "Offset Difference" spawnflag renamed to "Lock Offsets".
- trigger_copyvalue and trigger_changevalue now uses the engine for entity positions, to coincide with trigger_setorigin.
- Fixed custom hull sizes being overridden by a default size for all items (apart from item_generic).
- Slight performance tweak to button sparks.
- Func_breakable's explosion magnitude now affects gib velocity.
- Gib velocity is now relative to the attack
- Server stalls with error "Node queue is full!" when a map has to many navigation nodes. Made the output more informative.
- Increased the default sv_zmax cvar, as mappers forget to increase it for their maps.
- Reverted blood squirts to only appear when something is shot by a sniper rifle.
Major Bug Fixes
- Fixed a server crash for when a player picks up the shock rifle while holding no weapons.
- Fixed picking up dying shockroach exploit.
- Fixed game_text crashing with NULL activator when not set to display to all players.
- Fixed bug with trigger_transition to allow any player to use it, rather than just the 1st player connected.
- Fixed crash bug with the snark nest NPC doing a visibility check on their enemy, even if they had no enemies.
- Fixed a few potential stack overflows in the core game rules.
- Fixed crash bug with trigger_changemodel. Added additional functionality to update AI eye positions when used.
- Fixed trigger_changelevel crashing if the entity triggering it was not passed as the activator (causing a null reference).
- Fixed trigger_copyvalue string-to-string operations crashing the game or not working correctly.
- Fixed a game-crashing NULL pointer dereference for "Activator" in the base trigger code.
- Changed scripted_sequence tasks to use the m_pCine pointer, rather than the m_hTargetEnt pointer, to fix some rare crash bugs.
- trigger_hurt_remote - Fixed null pointer dereference with "TakeDamage" call (fixes server crash)
- Restored ability for entities to trigger themselves, with a recursion level limitation of 128.
- Fixed trigger filtering "classname out" from not working at all.
- Trigger_createentity now cancels entity-creation when a model can not be set (fails), as spawning a brush entity without a model is prone to causing crashes.
- Fixed snark spawning crash bug when monster_sqknest placed independently in a map.
- Fixed null pointer dereference with baby headcrab death, which lead to a game crash if their attacker was gibbed.
- Fixed game crashing if sound/model replacement file lines are not perfectly formatted ("original" "replacement"). Mappers can now use comments (# and /) and blank lines to help organise them easier.
- Fixed env_beam crashing servers due to sending a new network message without finishing the current env_beam network message first — only effects env_beam with the ring flag enabled.
- Fixed FMOD initialization error 79 when attempting to use too many input channels for the sound card (fall back chain: 7.1, 5.1, Surround (4.1), Quad, ProLogic/ProLogic II (5.1 encoded over Stereo), Stereo, then Mono)
- Fixed bug with trigger_push always nudging entities 0.1 units upwards for upward pushes.
- Removed the func_tank visual aid (laser sight) due to instability issues causing client crashes.
- Fixed satchel being unusable if holstering and drawing quickly after detonating satchels.
- Fixed empty satchel staying in player inventory when quickly holstering after detonating satchels and having no satchels left.
Maps included
Afrika Korps
Afrika Korps Bonus
Another Unit
Black Mesa EPF
Danger of Collapse Part 1
Dead Simple Neo 2
Escape 2
Escape 3
Half-Life / Opposing Force Single-Player Portal
Half-Life: Uplink
Hostile Planet
It Has Leaks
Kyper Kuutio
Momma Mesa
New Hope's Last Stand
Osprey Attack
Polar Rescue
Richard Boderman
Sector E
Stadium 3
SvenCoop 1
SvenCoop 2
They Hunger Co-op: Episode 1
They Hunger Co-op: Episode 2
Toad Snatch
Toon Run
The Turret Fortress
Sven Co-op 4.5
Date of release
September 02, 2010
Maps included
Afrika Korps
Afrika Korps Bonus
Another Unit
Danger of Collapse Part 1
Dead Simple Neo 2
Escape 2
Escape 3
Half-Life / Opposing Force Single-Player Portal
Hostile Planet
It Has Leaks
Kyper Kuutio
New Hope's Last Stand
Osprey Attack
Polar Rescue
Richard Boderman
Sector E
Stadium 3
SvenCoop 1
SvenCoop 2
They Hunger Co-op: Episode 1
Toon Run *
* Toon Run is included in SC 4.5 but left out of the official map list.
Sven Co-op 4.07 (patch)
Date of release
May 15, 2009
This patch includes a number of fixes and improvements. You'll need 4.0B or 4.06 installed first.
Please note, this release version will not include the sound engine fix to be released with v4.1.
- Numerous improvements to Half-Life SP storyline support
- Added a work-around for a trigger_teleport crash bug
- Reduced default model precache usage
- Revived allies retain the correct head and skin colour
- Fixed a rare Gargbite issue where player could become stuck
- Dropammo support added/fixed for some weapons
- Melee weapons make correct sounds when hitting metal allies
- Fixed a skill.cfg issue
- Skill.cfg settings added for: Stukabat, Osprey, Black Ops Osprey, Tentacle
- Updated the Sven Co-op FGD file (for mappers)
- Player model options added to the Commandmenu
- Updates to manual and *server_example.cfg files
- Minor fix to server options
- Minor model fixes for Uzis and sc_royals
- Fixed an issue on escape_series.bsp (portal map)
- Solved Ripent missing dll errors on some systems(?)
- Included latest donation bonus Steam ID list
Maps included
Same as the maps in 4.0B (no maps included in patch).
Sven Co-op 4.06 (patch)
Date of release
May 6, 2009
A hot fix patch to resolve crashes and other issues. See the changelog.
Please note, this release version will not include the sound engine fix to be released with v4.1.
- Fixed minor issue with the new donor feature spawning in walls.
- Some potential crash bugs were fixed for animation code w/ controllers, and the multisource entity's use function.
- Minor tweak for minigun, fixed crash bug with rendering code.
- Specified shocktrooper's eye position to a static value to fix some model issues.
- Minor tweak to Tor's speaking function.
- Fixed Babygarg crash bug when being killed by a Gargantua's explosion.
- Flesh Gibs now properly float.
- Minor sound engine fixes for sound output.
- Updated FMOD Ex to v4.24 for the new sound engine.
- Crash fix for world-lit particle system objects.
- Gargantuas no longer eat turrets or snarks.
- Added monster_op4loader.
- Minor client-side reloading tweak.
- Removed console command that crashed servers.
- Added opengl mode for env_fog to support Steam Half-Life.
- Added new command: cl_stopsound - Works just like the stopsound command from Half-Life, but works for the Sven Co-op sound.
Maps included
Same as the maps in 4.0B (no maps included in patch).
Sven Co-op 4.0 Beta
Date of release
December 24, 2008
The biggest Sven Co-op update ever, with countless new features, improvements, maps, bug fixes, and more. In fact, there are so many that the full changelog is still being sorted out! Sven Co-op 4.0 includes a far more complete and polished co-operative version of the original Half-Life storyline. They Hunger Co-op Episode 1 is also included, and offers a They Hunger co-op experience with many improvements while still remaining authentic.
SC 4.0 is a beta, so there may be a few bugs and unfinished featured. If you find any bugs please report them on the Sven Co-op Forums in the Bug Reports & Feedback section. An upcoming patch should resolve many of these issues.
Maps included
Afrika Korps
Afrika Korps Bonus
Another Unit
Danger of Collapse Part 1
Escape 2
Escape 3
Half-Life / Opposing Force Single-Player Portal
Hostile Planet
It Has Leaks
New Hope's Last Stand
Osprey Attack
Richard Boderman
Stadium 3
SvenCoop 1
SvenCoop 2
They Hunger Co-op: Episode 1
Sven Co-op 3.0
Date of release
December 23, 2003
With over 250 features and changes, Sven Co-op 3.0 is the largest update in Sven Co-op's history.
Everything you need to know can be found in the Sven Co-op 3.0 Manual.
New in Sven Co-op v3.0:
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
- Full Steam support
- 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
- Mod updated to work with Steam
- 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:
- npc_return (immediately return to the player)
- npc_findcover (stop and find cover from the enemy)
- 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:
- Grunt Type Selection - Can spawn Human Grunts (default) or Opposing Force Grunts
- Player Ally Option - Can spawn Friendly/Evil Human Grunts/Opposing Force Grunts
- 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 day 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
- 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 behavior 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:
- 0 (default): Barnacle grapple attaches to players, xeno_grapple textures and pulls headcrab-sized monsters toward you.
- 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
- "Start OFF" flag added
- Blood color choices added for monsters
- New Osprey Options:
- Grunt Type Selection - Can spawn Human Grunts (default) or Opposing Force Grunts
- Player Ally Option - Can spawn Friendly/Evil Human Grunts/Opposing Force Grunts
- Up to 6 [different] Ospreys may be in a level at the same time
- Black Ops Osprey Options:
- 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
Maps included
Afrika Korps
Another Unit
Crisis 2
Grunts 2
Half-Life Single-Player Map Portal
Hostage 2
Hostile Planet
Osprey Attack
Stadium 3
Surface Ex-Tension
Surface Ex-Tension 2: Extended Resistance
SvenCoop 1
SvenCoop 2
Toon Run
Sven Co-op 2.1 (patch)
Date of release
December 19, 2002
Released as a patch for 2.0 Final. Main features include new maps, monsters, AI behavior, and bug fixes.
Map Changes:
New Maps
Surface Ex-Tension
Updated Maps
Tweaked Maps
GMan Towers
Misc. Changes:
- Improved shell casing model
- Minor miscellaneous tweaks
Code Changes:
New Features
- New weapon: Pipe Wrench (model by Gearbox, converted by WarpZone).
- New Monster: Pit Drone (model by Gearbox). Eats fallen enemies to gain health New monster: Shock Trooper (model by Gearbox). Spore grenades disabled in this version due to time constraints
- New monster: Shockroach (model by Gearbox). Player weapon Shockroach not added in this version
- Precision based telefragging for spawn and teleport points (If you're not directly in the way, you won't be telefragged)
- Heavily damaged RoboGrunts will have a glowshell shock effect randomly and, while active, touching them will result in injuries
- RoboGrunts explode when they experience overkill damage (Before or during their explosion sequence)
- Friendly monsters attacked by players become friendly again after being healed
- Added Medkit mirror health
- Houndeyes eat their fallen enemies to gain health
- Non-Sniper Male assassins investigate sounds
- Squad based monsters not in squads will try to form a squad every so often
- Akimbo and Single Uzis produce shells when firing
- Added sv_dropweapons as a map CFG setting (For disabling players dropping weapons on death/with the Drop command). Default: 1
- Model replacement added per weapon_ entity. (Don't have to use the squadmaker entity now)
- New Commands for Mappers (cheats must be enabled) :
- — No Clip -> cl_noclip 1 in console
- — NoTarget -> cl_notarget 1 in console
Bug Fixes
- Spawning at "Off" spawnpoints bug fixed
- Fixed Friendly Male Assassins/Robo Grunts shooting Friendly Alien Grunts/Gargantuas
- Fixed model replacement bug for Male Assassins/Robo Grunts/Leeches
- Fixed crash bug with applying properties to non-monsters in monstermakers
- Fixed Houndeye pause problem
- Robo Grunts, Human Grunts and Male Assassins do not throw grenades at dead enemies
- Map spawned snarks attack grunts again
- Clientside-gib crash bug fixed
- Fixed framerate related bug with monster TURN RATES. Monsters are not "slow" on high-end machines/servers when they turn to face a direction
- Monsters do not attack dead sentry/turrets if previously in combat with them
- Osprey bug FIXED - Osprey correctly refills levels with grunts
- Fixed crash bug with deaths
- Distance limit bug with Sniper male assassins fixed
- Fixed health display of monsters on the HUD when at <1 health
- Freeze bug with monsters finishing scripted_sequences when not in range of player, fixed
- Fixed mp_npckill not defaulting to 1 properly (again)
Tweaks & Changes
- Strafing at long distances from a Sniper male assassin may allow you to dodge their aim
- Martial Arts assassins have increased speed compared to their normal versions.
- Monster AI handles enemy deaths more appropriately
- Medkit uses skill settings
- SKILL entry for Robo Grunt explode damage
- Bullsquid's spit shows Bullsquid as correct owner + monsters now react to bullsquid spit hit
- Changed 5 second wait for Gonome to 4 seconds (Before throwing spit)
- Couple of things we forgot :)
Maps included
All the maps from Sven Co-op 2.0 Final, plus:
Hostage2b (second part of Hostage 2)
Surface Ex-Tension
Toon Run
Sven Co-op 2.0 Final
Date of release
September 15, 2002
A big improvement upon the beta, 2.0 Final offered many new NPCs (robogrunt, male assassin, gonome, Otis, soldier/Barney zombies), 7 new maps, lag-reduction, AI improvements, and a ton of smaller tweaks and enhancements.
Map Changes:
New Maps (those released previously have been updated for 2.0F)
- AssaultMesa2
- BlackOps (based off Operation Retribution Part 6)
- GManTowers
- Hostage2a
- Incoming
- Infiltrate
- SvenCoopRPG2
Updated Maps
- Grunts2
- MegaMonsterMassacre
- Stadium3
- SvenCoop2
- Wired
Tweaked Maps
- Hostage
- HPlanet
- ProjectGCoop
- SvenCoop1
Misc. Changes:
- All Blue Shift High-Definition Pack incompatibility problems fixed (just remember to download the Blue Shift update if you have the HD Pack installed).
- Couple of minor improvements to Valve SP Map support
- MP3 Playlist Editor updated
- Various model fixes/improvements
- Commandmenu updated
- etc. etc.
Code Changes:
New Features
- Added RoboGrunt (and friendly variation). They take little damage from bullets, spark at low health, self-destruct after death, etc.
- Added Male Assassin, Sniper Assassin (with armour-piercing rounds), Martial Arts Assassin, and friendly variation of each.
- Added repelling robogrunts and male assassins.
- Added the Gonome (second stage Zombie from Opposing Force)
- Added Otis the security guard (and hostile variation).
- Added Soldier Zombies and Barney Zombies (allows several different zombie damage values in the one map).
- Added voice communication
- Medic/Grenade calls added (press a button to shout for a medic, or to warn other players).
- Baby Garg's 'kick' attack added. Check footgarg.bsp for a demonstration ;). Baby Garg AI improved.
- Heavy Weapons Grunt's AI improved. Now attacks multiple targets without his gun spinning down. His friendly skin, and model replacement, works for him now, too.
- Vastly improved the in-game MP3 player code. Should work for virtually everyone, now. Added volume control.
- Added telefragging for trigger_teleports. New CVAR: mp_telefrag. Defaults to On (1).
- Dynamic collision boxes added for some monsters, so hitboxes are the right size for model-replaced monsters.
- Visible weapon-dropping added (you drop the actual weapon instead of a backpack). Works with model-replacement.
- 'Random' setting for Osprey-supplied grunts added (dropped grunts have random weapons). Shotgun grunts hold fire 'til they reach the ground.
- Added displaying of monster type when player is killed by monster. It displays the monster class, but better than the generic "monster".
- Added support of "hud_capturemouse" for popup vote menus.
- Turrets, Miniturrets, and Sentries can now be set to Player Allied.
- Lag-reducing features:
- Number of hornets Alien Grunts fire reduced to 2 per burst (damage increased in skill.cfg)
- Number of speedballs Alien Controllers fire halved, damage and accuracy increased.
- Disabled flyer_flocks except in LAN games.
- HWGrunt's firing effects reduced
- New skill.cfg settings:
- sk_grunt_buckshot* (Human and Robo Grunt Shotgun Damage)
- sk_massassin_sniper* (Male Assassin Sniper Damage)
- sk_otis_health* / sk_otis_bullet* (Otis health/damage)
- sk_hornet_pdmg* (Player Hornetgun Damage)
- sk_barnacle_health* (Barnacle health)
- Zombies:
- k_zombie_barney_health* / sk_zombie_barney_dmg_one_slash* / sk_zombie_barney_dmg_both_slash*
- sk_zombie_soldier_health* / sk_zombie_soldier_dmg_one_slash* / sk_zombie_soldier_dmg_both_slash*
Bug Fixes
- Tons of general stability improvements. Fixes for memory overwrites, array out of bounds, variable/pointer initialization, etc.
- "Out of sfx_t" crash fixed (There are some things map makers can do to achieve the crash in their maps… there's no way for us to prevent that. An occurrence of the error should be reported to the mapper as a bug. If all goes well, though, you may never experience it again).
- "SZ_GetSpace: overflow on SVC_RuleInfo" fixed. This also fixes the problems with Gamespy detecting SvenCo-op servers, getting Server Info in the HL game browser, etc.
- Fixed spawning issues that occasionally caused players to spawn at spawnpoints set to 'Off'.
- .SKL file problems fixed. SKL files must now be named mapname_skl.cfg
- Fixed "Error: No EXPORT: grenade:Cluster think (06654eee)" when using Banana Bomb.
- Fixed "Uzi stops respawning on servers with weaponstay off"
- Fixed "Can't find landmark" message that seemingly prevented transitions from working for some people.
- Fixed Map votes/console votes occasionally crashing servers.
- Fixed "SV_StartSound:garg/gar_attack1.wav not precached" error messages.
- Fixed mp_voteallow 0
- Fixed BabyGarg 'pausing' problem.
- Fixed env_render bug
- Fixed model-replacement for Crossbow and HWGrunt.
- Animation blending now works in chasecam mode
- Tons of MP3 player fixes.
- Fixed "No such sentence group XX_XXXX" error messages. Should only appear in Dev mode.
- Fixed long map messages and submitid messages. Now 256 characters max. (Was 80)
- Removed HEV suit pickup sounds. Fixes crash when using "giveall" when player doesn't have HEV suit.
- Fixed Barnacle dying instantly when hit by grenade or crowbar, regardless of health.
- Fixed Snark AI.
- Monsterpoints added for turrets.
- Fixed Autoturret fire sound (hopefully).
- Removed some cheats and unused code that weren't supposed to be in there at all.
- 6th weapon slot removed.
Tweaks & Changes
- Max Briefing/MOTD size increased to 3072 characters.
- Players can now drop weapons when weaponstay is on. Can't pick up a weapon type for 60 seconds after dropping that type (though you can pick up the weapon you just dropped).
- SKL files must now be named mapname_skl.cfg
- Banana Bomb improved considerably.
- Improved Uzi reloading system
- Houndeye AI tweaked to make them tougher.
- Big Momma gibs now used for gibbed Big Mommas.
- Improved monster door-opening code.
- Updated Commandmenu
- HUD changed to blue.
- Medkit heal sound changed.
- Electric crowbar turns off in water.
- Added shake effect when Apache crashes.
- Doubled BabyGarg yaw (turn) speed to increase difficulty.
- RPG laser pointer off by default.
- Deaths from Telefragging no longer count on the scoreboard.
- Improved client-side weapons.
- Bullsquids no longer fight each other (for a few different reasons).
- New WON ID list added.
Maps included
Assault on Black Mesa 2
Crisis 2
Garg Football
GargHunt 3
GMan Towers
Grunts 2
Hostage2a (first part of Hostage 2)
Hostile Planet
JailBreak 2
Mega Monster Massacre
Osprey Attack
Project: Guilty
SinglePlayerMaps (early version of Half-Life Single-Player Map Portal)
Stadium 3
SvenCoop 1
SvenCoop 2
SvenCoop RPG
SvenCoop RPG 2
SvenCoop RPG 3
Sven Co-op 2.0 Beta
Date of release
December 21, 2001
Implemented important features like the medkit, vote menu, model replacement technology, proper HL single-player map support, 3rd person mode, as well as more maps, NPCs, bug fixes, and lots more.
- New Monster: Heavy Weapon Grunt
- New Monster: Baby Garg
- New Weapon: Medkit
- New Weapon: Donator Uzi's
- New Weapon: Donator Electric Crowbar
- Added Xenmaker entity
- Added ingame MP3 Player
- Added VGUI Support and Command Menu
- Added ingame Voting System
- Added Clientside Weapons
- Added support for Donators
- Added Model Replacement
- Added .skl file support
- Added Anti-Blocker features
- Added startarmor cfg variable
- Added starthealth cfg variable
- Added Laser Sight for Turret
- Updated Uzi model
New Maps:
- Grunts2
- Hplanet
- Wired
- Garghnt3
- Stadium3
- SvencoopRPG
- Durga
Removed Maps:
- Helebat3
- Horde
- Bunker
- Phobia
- Grunts
- Garghnt2
- Stadium2
- Stadium-f
- Svensingle1/2
- Nightmare-s1/2
Updated Maps:
- Svencoop1
- Svencoop2
- Osprey
- Crisis2
- Snarks spawned are hostile, Snarks thrown are friendly
- Disabled Player_loadsaved
- Uzi RoF is now as intended
Maps included
Crisis 2
GargHunt 3
Grunts 2
Hostile Planet
JailBreak 2
Mega Monster Massacre
Osprey Attack
SinglePlayerMaps (early version of Half-Life Single-Player Map Portal)
Stadium 3
SvenCoop 1
SvenCoop 2
SvenCoop RPG
Sven Co-op 1.9
Date of release
December 16, 2000
New features and fixes for players and mappers. Friendly monsters were first introduced in 1.9, as were the Player ID and scoring system.
- Added Friendly monsters
- New Weapon: Single and akimbo Uzis
- New Weapon: Banana Bomb.
- Ingame Effects reduced
- Player ID system added
- Added score points for killing monsters
- Added Command to toggle Chasecam
- Added "Trigger_random" entity
- Added Squadmaker entity
- Player corpses removed every 30 seconds
- Player backpacks removed after a while
- All monster corpses fade
- Added Telefragging for info_player_starts
- Added 2-second respawn delay
- Added Sachel 'kicking'
- Added "NextMap" map CFG option
- Added "Nomaptrans" map CFG option
- Added sv_lagcompression CVAR
- Scientists can now heal players to full health
- Reset time for health and suit chargers halved
- Halved Osprey engine sound radius
- Re-Added weapon dropping using the "drop" console command
- "Killnpc" option added to map CFGs. When set to 0, makes scientists and Barneys invulnerable
- Changed MP5 start ammo from 25 to 50
- Gib life decreased to about 7 seconds, and number of gibs spawned decreased by one, to help with framerates
- Added Cheats to use for testing
New Maps:
Osprey Attack
Fixed Camera-view bug
Decreased Telefrag radius
Players can no longer block spawnpoints with satchel charges
Snark AI altered.
Removed Friendly Tripmine damage
Player model hack fixed
Fixed Func_friction code
Max Message Of The Day size increased.
Maps included
Apache Battle 3
The Bunker
Crisis 2
GargHunt 2
SinglePlayerMaps (early version of Half-Life Single-Player Map Portal)
Osprey Attack
Stadium 2
SvenCoop 1
SvenCoop 2
SvenSingle 1 (single-player version of SvenCoop 1)
SvenSingle 2 (single-player version of SvenCoop 2)
note: there might be more
Sven Co-op 1.35
Date of release
July 7, 2000
Half-Life Patch 1.1 'broke' Sven Co-op. 1.35 was a quick patch to Sven Co-op 1.3, with minimal features.
- Monsters work in multiplayer
- Map transitions work in multiplayer
- Friendly-fire removed
- Basic Map CFG support added
- Grunts and Barneys no longer drop weapons
Maps included
Same as the maps in Sven Co-op 1.3
Sven Co-op 1.3
Date of release
July 7, 2000
New features and maps.
- Added Map Cfg support
- Added Cfg Weapon support
- Added loads of cfg options
- Added HL Single Player HL support
- Added Monster Frags
- Added Suicide, drop weapon and radio commands
- Added Radio voices
- Changed weapons to be more similar to SP HL
- Removed Friendly Fire
- Removed Cheats
- Changed Death messages
New Maps:
- Landing
- Tunnel
- Space Monkeys
Updated Maps:
- Stadium1
- SvenCoop1
- SvenC2
- Helebat
- Helebat2
- GargHnt2
- Horde
- Nightc15
- Fixed Map transitions
- Removed Grunts and Barney dropping weapons
- Most monster corpses fade
- Decreased number of corpses
- Door looping sound fixes
Maps included
Apache Battle
Apache Battle 2
GargHunt 2
Space Monkeys
SvenCoop 1
SvenCoop 2
note: there might be more
Sven Co-op 1.2
Date of release
July 16, 1999
Includes some more maps, new menu buttons/backgrounds and a couple of tiny tweaks.
Maps included
SvenCoop 1
SvenSingle 1 (single-player version of SvenCoop 1)
Sven Co-op 1.0
Date of release
May 2, 1999
At this point, Sven Co-op consisted solely of one co-operative map, SvenCoop 1, which is what the mod got its name from.
- At the end, the clients (people connecting to the game, not hosting it) won't see the credits properly.. this is a (current) limitation of the engine.. only the server switches to the 'camera' view.
- Sometimes the turret in the "shooting gallery" room gets stuck (will fire but not move). This has happened to me in the normal Half-Life single-player game before, so it probably isn't my fault.
- When someone teleports into a place where someone's already standing, they get melded together… this is a problem with Half-Life.. don't know if it was intended, seems to me that "telefragging" would make things a lot easier.. the only thing to do if this happens is for one person to commit suicide (by typing "kill" into the console), or for one person to kill the other guy.
Maps included
Sven Co-op .8 Beta
Date of release
January 19, 1999
First released version of Sven Co-op. At this point, it consisted solely of one co-operative map, SvenCoop 1, which is what the mod got its name from.


text:
Business Directory Non Profit «Go Back
American Youth Soccer Organization
Lynn Berling-Manuel
The American Youth Soccer Organization (AYSO) is a national, non-profit organization which provides soccer development and instruction for children between the ages of 4 and 19 in all fifty states, some territories of the United States, and even in other nations.
AYSO is mostly run at local levels by teams of volunteers, including administrators, coaches and referees, many of whom are parents or family of the youth they coach. The AYSO National Office, which consists of some 60 paid employees, is based in Torrance, California and provides programs for instruction of coaches and referees and child protection education to AYSO volunteers. AYSO is affiliated with the United States Soccer Federation.
In 2010, the AYSO National Board of Directors named Tom Tobin as National Executive Director. Tobin joined AYSO in 2003 as director of Volunteer Services. His responsibilities have expanded regularly since then to oversee a wide variety of projects and programs for the organization including staff management of the AYSO National Coaching, Referee and Management programs.
Boys & Girls Club HC/HG
Mike Herrera
1220 W. 256th Street
Harbor City, CA 90710
Harbor City, CA 90710
(310) 947-5301
Too many kids in our community are falling behind in school – and life – before they even get started. They need basic supplies, like pens and notebooks, to succeed in school and build a great future.
Casa De Los Angelitos
Agnes palacios
(310) 325-8208
(310) 325-8217
Casa de los Angelitos is funded through donations and receives no government funding. Sponsorship of residents is appreciated. All donations may be tax deductible because of our non-profit status.
Gardena-Carson Family YMCA
Audrie Echnoz
1000 W. Artesia Blvd.
Gardena, CA 90248
Gardena, CA 90248
(310) 523-3470
(310) 327-1083
The Gardena-Carson Family Y is a non-profit organization committed to helping you live a balanced, healthy life in spirit, mind and body.
Harbor Area Gang Alternative Program
Doug Semark
309 W. Opp St.
Wilmington, CA
Wilmington, CA
310 519 7233
Gangfree.org was developed by the Gang Alternatives Program (GAP), a 501(c)(3) non-profit organization that provides services and programs to promote a gangfree lifestyle to young people and their families.
Every day, GAP's positive impact is felt by thousands of people in multiple communities in and around the Los Angeles area – from Watts to Wilmington, Lennox to Lomita, El Sereno to San Pedro, and Harbor City to Boyle Heights. By introducing Gangfree.org, GAP can expand its support to countless young people throughout the nation.
Harbor Association of Industry & Commerce
Monika Wegener
Sunland, CA 91041
Sunland, CA 91041
(818) 951-6088
(818) 353-5976
Harbor City/Lomita Lions Club
Gerry McDonald
24264 Senator Ave.
Harbor City, CA 90710
Harbor City, CA 90710
(310) 882-8271
New Challenge Ministries
John Hernandez
21804 Halldale Ave.
Torrance, CA 90501
Torrance, CA 90501
(310) 320-4171
In 1979, John came to Southern California from the Flathead Indian Reservation located in Western Montana. John is proud to share that he is almost 3/4 Native American. John graduated from Los Angeles Teen Challenge program in 1979 and went back to work at Los Angeles Teen Challenge Program from 1980 to 1981. John, along with the founder of New Challenge Ministries, Rev. Mark Flick, and with the help of John Snider, began New Challenge Ministries in 1981.
Occupational Therapy Training Program
Sarah Bream
19401 S. Vermont Avenue, #A-200
Harbor Gateway/Torrance, CA 90502
Harbor Gateway/Torrance, CA 90502
(310) 323-6887
(310) 323-1570
The mission of the Occupational Therapy Training Program is to provide young people with the skills they need to function effectively within the context of daily life.
South Bay Vocational Center
Corey Sylve
1526 W. 240th Street
Harbor City, CA 90710
Harbor City, CA 90710
(310) 784-2048
(310) 784-2065
By 1997...South Bay Vocational Center was providing services for 143 developmentally disabled individuals in the Work Activity Center and 5 developmentally disabled individuals in the Supported Employment Program.
Unity Church of South Bay
Patricia L. Weisman
2550 Pacific Coast Highway #208A
Torrance, CA 90505
Torrance, CA 90505
(310) 530-9970

subset: commoncrawl


text:
- August 1, 2012
- 10:15 p.m.
- Suggest removal
- Reply to this post
nikyu1 writes:
Well here is how i feel: I'm a lesbian, i dont care what Dan Cathy's views or beliefs are, i am still gonna eat at chick fil a. Everyone is entitled to there own opinions and beliefs. It is my opinion that both sides are over reacting about this!!! I have respect for the public and children and would never show public affection. I hope the gay community does not embarrass themselves on friday and have respect for parents and their children.
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text:
Seattle, WA, United States daily deals > dealcanada > $20 for a Super $50 value Sushi Dinner for TWO at Sushi Kai
Time left: Expired deal
Deal provided by: Dealcanada
This deal has been viewed: 216 times
- Deal Includes:
- ONE salad or appetizer ($9 value)
- TWO Sashimi, Sushi, or Maki ($13 value)
- TWO Entrees (up to a $28 value)
Fine print:
- Limit 2 per person.
- Up to 10 as gifts.
- Limit 1 per table.
- Dine in Only.
- Tax and gratuity not included.
- Not for Sushi Boat or Party Trays
- Voucher available once deal ends
- Vouchers Valid for 1 year
Expires On: October 17, 2011 02:30:000 buyers!Value: $50
There are plenty of sushi spots in Toronto, but only one Sushi Kai. Conveniently located on Eglinton Ave, the ever-popular Sushi Kai combines a relaxed, casual atmosphere with colourful, mouthwatering dishes prepared by expert chefs. At Sushi Kai they love running daily deals, so you won't get blind stares from waitstaff or be treated like some 'cheapo' like many other restaurants who run deals. These guys are daily deal experts and have it down to a science. Sushi Kai prides itself on the freshness of its ingredients, its artful presentation and affordable quality. The sushi, sashimi, maki, specialty rolls, teriyaki and tempura dishes will delight all your senses. Seafood lovers won't be able to resist this culinary heaven in the heart of the busy city. For a short time, Sushi Kai invites you to indulge your cravings with an unbeatable deal: A Super $50 value dinner for TWO for only $20 -- that's 60% off! www.sushikai.ca "Great restaurant, great prices, good service and absolutely delicious food! " -- Diana A. " If you go to sushi Kai you have to try the mexican roll!" -- Sandora A. "I love this place! The maki is well-prepared and tasty" -- Shanly S. Questions or comments about this deal? Come over to our Facebook Page to Discuss


text:
Donations needed at red kettles in Fannin County
Posted: 7:30 AM - BONHAM,TX---Red kettle donations across Texoma could have a big impact on the Salvation Army in Fannin County.
COOKE COUNTY - 2 men linked to recent Cooke County mail thefts are behind bars .
The sheriff's sffice says when deputies arrested a 21-year-old man on outstanding warrants last week.
They found nearly $20,000 dollars in checks taken from U.S. Mail.
They say they found more stolen mail Friday when they arrested a 27-year-old man on unrelated warrants.
The suspects names aren't being released.
If you think you've been a victim of mail theft call the Cooke County Sheriff's Office.
Posted: 7:30 AM - BONHAM,TX---Red kettle donations across Texoma could have a big impact on the Salvation Army in Fannin County.
Posted: 12/02/2013 - DURANT, Okla., Dec. 2, 2013 – Choctaw Casino Resort in Durant, Okla., a AAA Four Diamond resort and entertainment destination, is welcoming Captain Sig and Edgar Hansen from the Deadliest Catch on Friday, Dec. 6 from 7-10 p.m. at Gilley's. The event is free to the public.
Posted: 12/02/2013 - Four local people recently completed at least 34 hours of training and 2 hours of courtroom observation in order to become volunteer advocates for children in foster care. The Honorable Judge Lauri Blake administered an oath to the new CASA volunteers in the 336th District Court after training was complete. New child advocates include Priti KC, Mary Norris, Dave Gehalo and Chantal Carey.


text:
Inside Linebackers Filling Void Left by Ogletree and Kaveinga
Anyone cutting through the middle or trying to come up the gut of the BYU football team's defense in the last couple of years has had to deal with linebackers Brandon Ogletree and Uona Kaveinga.
Those two athletes, rock-solid at anchoring the center of the Cougar defense for so long, are now hoping to get a shot at taking their skills to the next level...
What is the duplicate article?
Why is this article offensive?
Where is this article plagiarized from?
Why is this article poorly edited?
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text:
It's difficult to remember to take pictures of everything with friends and family and the excitement of Christmas around! It started out as Mom and Dad, Brother, John & I, but we quickly multiplied and my good friend Sara came over, as did a couple of Brother's friends. It was a full house (though not as full as some) and it was joyous. I tried to remember "the blog", but I often found myself mowing down on cookies, pie, and dinner treats without even glimpsing at the camera. In the Happy Ho Ho entry I listed off the menu items we planned for Christmas dinner. Below are photos of what we indulged in..... Some are rushed, others worked out alright (though there was no fancy plating/presentation that day!). And I missed the pumpkin pie. I like to think it's omnipresent even if the photo isn't. The food was traditional yet elegant and absolutely fatteningly delicious.
Free-range, Local, Grass fed, Organic Happy Turkey!
Mom's Mashed Potatoes (No sour cream, green onions or garlic allowed, apparently).


text:
- October 2, 2011
- 6:12 a.m.
- Suggest removal
- Reply to this post
watchdog45 writes:
in response to beebee:
If you read the article, it says Spears was driving under the influence with excessive speed. There is already evidence of those two factors. I am not sure "accident" is the correct word for this event. Huge mistake on Spear's behalf!
There are no accidents when it comes to drunk driving.When you make a choice to get behind the wheel when intoxicated it's no accident you chose to do that now this family will have to suffer the loss of a love one.I wonder if this case will be dismissed because of a back log of D.U.I. cases.My thoughts and prayers go out to her family and friends.There is to much death on the roads in Anderson County Mrs Spears should get the maximum penalty for this.
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text:
WrapManager uses a diverse range of investment tools to craft your portfolio, as well as a wide array of money managers. We carefully select from hundreds of experienced money managers. Each is selected by style and fit, according to the asset allocation strategy created exclusively for you.
The result — better diversification than a single manager alone and a portfolio customized to your needs.
Click here to request WrapManager's 2012 Top Equity Money Manager Picks


text:
- September 5, 2009
- 11:02 p.m.
- Suggest removal
- Reply to this post
roamn_da_earf writes:
You say Fox is a propaganda machine of the Rupert Murdoch clan.... What about George Soros, you forgot to mention the BS that he pushes, oh but he's on the far left side, so he okay right? Now he's pure evil.
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text:
Comments by Sam Vimes
Get involved! Send your photos, video, news & views by texting EJ NEWS to 80360 or e-mail us
Comments by Sam Vimes
6.26pm Wednesday 11th December 2013
Firefighters to strike on Friday and Saturday
dudley old boy wrote:Are you suggesting the culprit has opposable thumbs?
Check the thumbs, looks like someones thumbed himself up and thumbed all the others down.lol
- Score: 0
1.15pm Wednesday 11th December 2013
Firefighters to strike on Friday and Saturday
In reality 14.2% is a high contribution and working till 60 (not 60+) is unrealistic for such a physical job. Such are the challenges of funding generous final salary schemes that can't cope any more.
Interesting that MP's hid behind the objection to their salary increase in order to actually object to having to contribute more to their own final salary scheme isn't it?
- Score: -1
8.46pm Thursday 5th December 2013
James Morris MP column: Why HS2 is so important for our economy
- Score: 0
9.05am Friday 29th November 2013
Halesowen students cook up a storm for charity storm
- Score: 0
1.52pm Sunday 17th November 2013
15 minute parking could spread across Sandwell car parks
- Score: 0
3.04pm Saturday 16th November 2013
Outraged parents go yampy over school's Black Country accent ban
It must also please the News that they can print an inaccurate headline and have people foaming at the mouth.
- Score: 2
7.21pm Wednesday 13th November 2013
BBC's Rickshaw Challenge comes to Halesowen
- Score: 3
7.20pm Wednesday 13th November 2013
Outraged parents go yampy over school's Black Country accent ban
- Score: 15
3.56pm Wednesday 6th November 2013
Cradley shops faces closure after roller shutter banned
...which "creates a harsh, hostile feel to the street outside business hours".
Yes, it was his shutters that did that. People had mistakenly thought they were in Chipping Norton before those shutters went up.
If Dudley needs to save money perhaps the shutters need bringing down on it's Planning Dept.
- Score: 12
10.18pm Thursday 31st October 2013
UKIP 'in meltdown' as members quit to launch new party
GETUSOUTOFEUROPE wrote:"so come on everyone please forget your differences and go forward as one. "
We need to be out of Europe and soon...we need all like minded folk to stick together to make this happen, so come on everyone please forget your differences and go forward as one. Our little country needs you!
Irony alarm explodes
- Score: 7
8.34pm Thursday 31st October 2013
UKIP 'in meltdown' as members quit to launch new party
'in meltdown' is reported as though it is a quote and yet no-one seems to have said it.
Then "Mr Farage said: "Nigel Farage wants to run UKIP his own way and doesn't want people like me to suggest improvements.". Is Farage referring to himself in the third person now or are you just not sure who said it?
The only thing that appears to be in meltdown is the editorial quality at The News.
- Score: -1
8.24pm Tuesday 29th October 2013
Breaking News: Quinton student's murderer escapes from jail
mucklow hill resident wrote:Indeed. What could possibly go wrong? Oh wait.......
Oh for crying out loud.
This guy is a murderer why is he in an open prison
- Score: 0
12.43pm Thursday 24th October 2013
UKIP candidate brands kinky picture storm "the latest smear"
- Score: 13
6.59pm Tuesday 15th October 2013
Cradley Heath residents fear parking congestion will end in accident
- Score: -1
3.17pm Tuesday 8th October 2013
Dudley Council votes to scrap the bedroom tax
- Score: 3
3.06pm Friday 27th September 2013
Congestion busting plans for Blackheath
- Score: 1
2.59pm Friday 27th September 2013
Congestion busting plans for Blackheath
You make one way system changes to force traffic onto Long Lane and then seem astonished that additional traffic has to use Long Lane. Then you blame the traffic.
The next thing we'll hear is you can't understand why Blackheath is a ghost town full of charity shops. And you'll be hiking up parking fees.
- Score: 0
2.36pm Friday 27th September 2013
Halesowen cop in graffiti blitz
- Score: 5
12.33pm Thursday 26th September 2013
m_carrying_paint/ will have expired at just about the time it started happening again.
It doesn't help that this criminal is referred to as an "artist" and his crimes are referred to as "tags". It affords legitimacy to what is really just vandalism.
- Score: 5
12.44pm Thursday 12th September 2013
Halesowen Age Concern faces uphill battle to get insurance pay out
- Score: 0
12.30pm Thursday 5th September 2013
Halesowen Muslims launch counter attack to EDL campaign
- Score: 15
8.47pm Monday 5th August 2013
Sharia Law storm UKIP candidate expresses "deep disappointment"
- Score: 4
3.45pm Friday 2nd August 2013
Halesowen and Rowley Regis UKIP candidate in Sharia Law storm
If you were trying to make UKIP/Perks look silly you've scored a bit of an own goal.
- Score: 9
5.34pm Thursday 1st August 2013
Call for Halesowen bus lanes to be scrapped
- Score: 2
12.47pm Thursday 25th July 2013
Not a day off in seven years at school for Halesowen girl
- Score: -1
11.14pm Thursday 18th July 2013
Porn shock former Dudley mayor says sorry after quitting shadow cabinet
- Score: 0
10.18pm Tuesday 16th July 2013
Work starts to bring multi-million hotel scheme to Stourbridge
- Score: 0
10.05pm Monday 15th July 2013
Porn shock former Dudley mayor says sorry after quitting shadow cabinet
Really? Was he going to own up before he got caught then? In the private sector, well anywhere else, that's an instant dismissal. In the la la land of politics it's just peachy.
Gone by the end of the week please.
- Score: 0
7.24pm Sunday 14th July 2013
Battle lines drawn for Halesowen and Rowley Regis election campaign
- Score: 0
1.04pm Wednesday 10th July 2013
Councillor's son swaps community punishment for curfew
- Score: 0


text:
TMR-50 Owner's Manual
This is the owner's manual for the TMR-50 in PDF format.
< RECODER Section >
Recording format:
PCM audio format, WAV format (extension: .wav) 44.1 kHz@16-bit
Available recording time:
Maximum approx. 20 minutes (Internal Memory size is 120 MB)
Total number of tracks:
Up to 100 tracks
< TUNER Section >
12 note equal temperament
Detection range:
C1 (32.70 Hz) ~ C8 (4186 Hz), Using Sine Wave.
Reference tone:
C3 (130.81 Hz) ~ C6 (1046.50Hz), 3 Octave.
Tuning Mode:
Meter Mode (AUTO), Sound Out Mode (MANUAL), Sound Back Mode (AUTO)
Calibration range:
A4 = 410 ~ 480 Hz (1 Hz steps)
Detection accuracy:
+/- 1 cent
Sound precision:
+/-1 cent
< METRONOME Section >
Tempo range:
Quarter Note = 30 to 252 BPM
Tempo setting:
3 Types: Pendulum Step
Full Step
Tap Tempo
Beat range:
Total 10 beats: "0 to 9" as "Quarter-note" Rhythm
Rhythm pattern:
Duplets, triplets, triplets without the center beat, quadruplets, and quadruplets without the center beats
Tempo accuracy:
< Main Section >
Input (f6.3mm, Mono-Standard Jack type)
Headphones (f3.5mm, Stereo-mini Jack type)
USB (mini-Type B)
Internal Speaker:
Dynamic Speaker (f28 mm)
Power (Battery):
AAA battery (3.0 V) x 2
Manganese batteries or alkaline batteries, Ni-MH: Nickel metal hydride
Battery Life:
Recorder ... Approximately 16/13/11 hours
(Backlight: off/soft/auto, using alkaline batteries. Maximum of 20 minutes per
Tuner ... Approximately 24/22/20 hours
(Backlight: off/soft/auto, A4 continuous input, using alkaline batteries)
Metronome ... Approximately 18/16/14 hours
(Backlight: off/soft/auto, tempo 120, 4 beats, maximum volume, using alkaline batteries)
Dimensions (W x D x H):
111 x 82 x 18 mm / 4/37 x 3.23 x 0.71 inches
119 g / 4.19 oz (Including battery)
Included items:
AAA battery (3.0 V) x 2 for verifying proper operation
USB Cable
Contact Mic = CM-100L
Computer Requirements
A computer that satisfies the operating requirements of Microsoft Windows XP/Windows Vista/Windows 7 and is equipped with a USB port
Mac OS X 10.5 or later
*Specifications and Appearances are subject to change without notice.
*All other product, company, and standardnames are trademarks or registered trademarks of their respective holders.


text:
Twenties Flappers vs The Mummy
By thecatamites - Added On 10/25/2009
A fast-talking twenties flapper attempts to take down a hotshot DA mummy in this 'spooktacular >:)' halloween game developed in about a day. Made in AGS, music info in readme, controls are:
leftclick - interact
rightclick - examine
clicking on main char brings up inventory
esc - menu
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User Comments
You must be logged in to post a comment.
it's quirky and and hilarious, but i couldn't get inventory items to work (as far as i can tell). i can't even examine them in the inventory.
you have to press the arrow thing at the bottom of the inventory screen and then press the item for it to work. it confused me for ages when i first played it as well
Very comical; love your creations man, seriously. Your adventures always make me laugh, and this was no exception. Love the way you drew the characters and environments by hand; gave the game so much personality.
Game Info
Developer: thecatamites |
Genre: Adventure |
Status: Complete |
Engine/Language: Adventure Game Studio |


text:
Record: 14 – 14 – 5
Dallas -
Winnipeg -
Dec. 14 at 2 p.m.
New Jersey -
Pittsburgh -
Dec. 13 at 6 p.m.
Washington -
Florida -
Dec. 13 at 6:30 p.m.
Edmonton -
Vancouver -
Dec. 13 at 8 p.m.
Calgary -
Buffalo -
Dec. 14 at 1 p.m.
Los Angeles -
Ottawa -
Dec. 14 at 1 p.m.
Chicago -
Toronto -
Dec. 14 at 6 p.m.
Pittsburgh -
Detroit -
Dec. 14 at 6 p.m.
Tampa Bay -
New Jersey -
Dec. 14 at 6 p.m.
Montreal -
NY Islanders -
Dec. 14 at 6 p.m.
St. Louis -
Columbus -
Dec. 14 at 6 p.m.
San Jose -
Nashville -
Dec. 14 at 7 p.m.
Carolina -
Phoenix -
Dec. 14 at 7 p.m.
Minnesota -
Colorado -
Dec. 14 at 8 p.m.
Boston -
Vancouver -
Dec. 14 at 9 p.m.
Winnipeg Free Press - ONLINE EDITION
Jets edge Rangers 4-3
NEW YORK — They're coming home because they have to, according to the National Hockey League schedule.
But after going 4-1 on a five-game trek away from Manitoba — capped by a 4-3 victory over the New York Rangers in front of 17,200 at Madison Square Garden Tuesday night — it's hard not to wonder if the Winnipeg Jets might want to keep this travelling road show rolling, rolling, rolling.
In any case, let's make something perfectly clear in the wake of the Jets evening their record at 9-9-1 and moving into a tie with Tampa and Carolina for the Southeast Division lead and the final Eastern Conference playoff spot: there were no champagne corks popping in the dressing room afterward.
"It was a good road trip for us, but we're a .500 hockey team right now," said Jets centre Olli Jokinen who, along with Evander Kane, scored twice to pace the attack. "We can't lose our focus. We're not 10 games over .500, we're .500.
"But we've started believing that we have a good team. We've started believing that we can beat any team. Being up one goal, down one goal, there's that confidence right now that we feel we can play with anyone. The biggest thing with a young team like us is we've got to stay focused and make every shift count. The focus has been there the last five games."
First period
No scoring, but one of the biggest developments of the opening period was the work of Dustin Byfugien, who played a team-high seven minutes and 48 seconds. Coming off a couple of days when his availability was iffy, Byfuglien would finish the night with just under 25 minutes of work and was a +4. It was a workhorse effort from a guy who looked tired and immobile just a couple nights earlier in New Jersey.
Second period
A bit of a score-fest that would end with the Jets taking a 3-1 lead into the final frame. Olli Jokinen would score twice and Kane once as the Jets outshot the Rangers 17-12. Of note: Anthony Peluso picked up two helpers in the period, setting up Kane's first and Jokinen's second. Who knew his hands could be used for something other than denting an opponent's mug?
"Outstanding," said Jokinen about Peluso. "He works hard every game and it's great to see a guy like him get rewarded with a couple of points. He keeps his game simple, but he's got very good hands. He can shoot the puck, he's got the size. He's got to play with confidence and he was playing with confidence tonight. He's not afraid to play and that's a great sign for a tough guy like he is."
Third period
A wild finish as the Rangers come at the Jets hard in an attempt to end a three — now four-game — losing streak. But Ondrej Pavelec was sharp despite surrendering two goals in the final frame and the Jets put a bow on a 4-1 trip.
"It started in New Jersey, the way we played in the third period," said Pavelec. "We just closed the game and did it again (last night). It's not an easy building to play in and the Rangers are a tough team to play against."
After the buzzer
The Jets play their next two at home — Thursday against New Jersey and Saturday versus Washington and then head out again for four-game jaunt with stops in Florida, Tampa, Florida (again) and Jersey.
"We're just happy we're back to .500. Now we've got to go back home on Thursday and have a good game there in front of our own fans," said Jets coach Claude Noel. "For us, the confidence level is being spread through our whole team, not only scoring-wise but more so in helping our team win games. The level of joy we've got in our room right now is good. And the level of confidence is equally good."
Twitter: @WFPEdTait
Updated on Tuesday, February 26, 2013 at 6:52 PM CST: updates after first period
7:44 PM: updates after second period
8:37 PM: game over
10:54 PM: updates with quotes
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