Sven Co-op is a co-op variation of the 1998 first-person shooter Half-Life. The game, initially released as a mod in January 1999, and created by Daniel "Sven Viking" Fearon, enables players to play together on online servers to complete levels, many of which are based on the Half-Life universe but include other genres. In addition to the cooperative gameplay, Sven Co-op includes improvements from the original Half-Life, including improved artificial intelligence for both enemy and allied non-player characters.

Sven Co-op is a first-person shooter based on Half-Life, using its GoldSrc game engine. The modification enables a server to be hosted, so many players can cooperate (along with any allied non-player characters) to complete levels against creatures and other enemies that are controlled by the computer. The modification was initially based around the levels from Half-Life, but since have expanded to include the other Half-Life games and user-made levels. Multiple levels may be connected to make a longer campaign by the level designer. The game can also be played in single-player mode, taking advantage of improvements over the original Half-Life that were made by the modifications, particularly the artificial intelligence used by non-player characters.


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The game was originally created and released by Daniel Fearon. At the time, Fearon was one of the maintainers of the Half-Life fan website Atomic Half-Life, created in anticipation of the game's release.[2] Fearon was sent a copy of Half-Life by Valve prior to its official release, and while playing it, he toyed with the game's code, figuring out how to spawn enemy creatures in multiplayer maps.[3] Fearon's work had initially been done before Valve released the software development kit for Half-Life, requiring him to craft the modification atop the existing Half-Life distribution and to work with multiplayer over slower internet connections, such as phone-line modems. Fearon initially developed a single map that could be played cooperatively, and later a second version with two maps.[3] The first public version of Sven Co-op was released on January 19, 1999, about 3 months after the release of Half-Life. He used the name Sven Co-op to reflect his online handle, "Sven Viking".[3]

Contrary to the common belief that Sven Co-op was developed to play through Half-Life cooperatively, Fearon had wanted to create a means for players to engage in cooperative experiences together, often just spawning in large number of enemies for them to dispatch together on a single map.[3] This drew a number of amateur level developers to craft mission-based maps for the mod, where players would be required to go to different areas on the map based on success or failure of a given objective. Such designers included Dave McDermott, who initially ran the Sven Co-op website before becoming a developer of it.[3] Fearon had planned from the onset to include support for cooperatively playing through Half-Life's single-player campaign within Sven Co-op, but this was hampered initially by how the game's engine transitions from map to map, and made it difficult to keep players together in the multiplayer approach.[3] Ultimately, the team was able to work this out, and later added support for Half-Life's two expansions, Half-Life: Opposing Force, and Half-Life: Blue Shift.[4]

Edit: It looks like I renamed the extracted "SvenCoop" folder to "svencoop30", so if you see this folder referenced below that's all I'm referring to (as I was previously testing multiple versions).

I then copied over that same SvenCoop30 mod folder to be inside the xash folder on my Quest 2 (after installing Lambda1VR from Sidequest and Lambda1VR Launcher). I also deleted the config.cfg (in xash/SvenCoop30) for the Quest 2 install only. In Lambda1VR launcher you can set the custom launch to be svencoop30 at the end or edit the "commandline" file in the xash folder so that it reads as "xash3d --supersampling 1.25 --msaa 2 --cpu 4 --gpu 4 -game svencoop30". Or just checkmark the enable unsupported mods within the Lambda1VR Launcher and select svencoop30.

Edit 3: Sven Viking provided a tool to convert They Hunger Singleplayer maps to Multiplayer. Here are the converted maps + resources that you can copy to the svencoop30 main folder. Download HERE. This pack will change the zombies/models to look like They Hunger in all maps, so be aware (unless you don't copy those folders). Keep in mind that the maps do not auto switch, so if you you start on "they4" then you need to type "changelevel they5" when you are at the end of the map. Sven Viking also recommended setting "skill 3" and "mp_flashlight 1".

Finally, I then copied over that same SvenCoop mod folder to be inside the xash folder on my Quest 2 (after installing Lambda1VR from Sidequest and Lambda1VR Launcher). I also deleted the config.cfg (in xash/SvenCoop) for the Quest 2 install ONLY. In Lambda1VR launcher (on Quest/Quest 2), checkmark the "enable unsupported mods" and click on svencoop to load the game.

The entire point of hosting Xash3D on my PC is so that I can coop with a friend using my PC while I join from the quest. This already works with HL1VR joining the same online server, so I'm trying to do the same thing for Sven Coop.

I hope someone out there sees this who can tinker with the files enough to get it working on Quest. Please use my above install folder for Sven Coop and see what you can do. To get VR controls to work with this mod, I took the Quest's config.cfg from the xash/valve folder and put it into xash/svencoop folder.

The idea is: single-segment-coop-run. I was originally thinking about 2-man coop-run, but more players; faster run, hence more interesting.

Every player would record their own demo then we would gather them into one single video.

When my new coop mod is done (which may take a while though), maybe people are willing to make this coop speedrun? As my currently untitled mod will keep the Half-Life story as original as possible with minor changes. This means changes as more spawnpoints in all maps and some changes in the coding that allows changelevel in multiplayer, all weapons acts like they do in sp (eg. long gauss charge) etc.

1) Using your pen tool, make a complete path around the image. When done, go to the Paths tab and select the work path. Press the dotted line button to load path as selection. With the path now a selection, go to the layers tab and press the button to add a layer vector mask2) The image is now masked off. Create a 50% grey fill (Bring up the fill window with shift-F5) layer underneath your image. This grey layer is to to check if any background was left in the mask. With the layer mask selected in the layers menu, make any changes to the layer mask with the brush tool (Brush with black hides and brush with white shows). A further adjustment can be made to the mask as a whole via the "Refine edge" optional choice.3) We will now prepare the canvas for resizing, but before we do that we need to get an idea on what aspect would fit our image the best. Ive put together a small list of common spraylogo sizes including the larger sizes avalible from the Chart (reverse the ratios for a different orientation).112X112 = 1:1

112X128 = 7:8

96X144 = 2:3

80X176 = 5:11

96X96 = 1:1

96X112 = 6:7

80X144 = 5:9

64X176 = 4:11

Choose one and put the ratio into your rectangular marquee by setting "Style" to "fixed ratio". The arrow buttons inbetween swaps the ratio. Move your selection around your object and keep it close. If it is not to your satisfaction, go with a different ratio/refer to the size chart. Once you are satisfied, press crop.Then go to image>resize image. For this image I am going with 112X128 in the resize field. Choose "Bicubic Sharper" as your resize filter.4) Fill the grey check layer with pure RGB blue [HEX: #0000ff / RGB: 0 0 255]. Select the image layer and do any enhancements you like. Im using unsharp mask filter. Sometimes you can do a gradual sharpen by running the filter twice at different settings. I also threw in a layer adjust for "Vibrance".5)Select the layer mask by clicking it in your layers menu. You should see a box around the thumbnail like so when its selected. With the mask selected, go to Image>Adjustments>Threshold. We are using threshold because GoldSrc images use only 1 colour for transparency. This makes the mask into a hard edge with no semi-transparent areas. Adjust the threshold slider to your liking. This has the added effect of removing any nasty white fringes left behind especially if you used other selection methods like magic wand.Once the layer is thresholded, you can make some final adjustments to your mask with the pencil tool. One important thing to note is if you have a spray that has pixels that touch the edge, it should have a layer of 1pixel padding all around. I did this by using the pencil tool on the mask by shift clicking a 1pixel line.6)The image is now ready for 8bit index conversion.However, if you do not want to fine tune color dithering or palette selection you can flatten the image and save as BMP format 24bit with filename as "{LOGO.bmp". Then import your BMP into wally and let it auto-convert the colors for you. If you are doing this skip to step 8.Convert the texture indexed color by going to mode> Index.. and set to any of the "local" palettes (perceptual, selective, and adaptive*). Preview the image. If your image has gradients than start to get a "banding effect", you can lessen these harsh edges by using the Dithering option. Dithering scatters pixels between transitions to make them somewhat smoother.*Adaptive algorithm reproduces colors most often in image, Perceptual takes spectrum priority of the eye, Selective favors colors that appear in large areas and graphics. 7)Then, go to the palette rollout and then switch whatever local pallette you have chosen to "custom". With the pallete window open select the pure blue color, press ctrl-click to remove it and re-add it to the final index slot and the bottom right.8)Save the image as a BMP with the filename "{LOGO". 9)Open wally, and first go to view "options" and make sure Gamma setting is at 1. Go to file and create new Wad package. Choose Half-Life (Wad3) package. You will get an empty tan coloured window. Import your BMP or just drag and drop it into the tan window area. Make sure the blue color is in the final index slot. If not, double click the image, then go to top menu "Colors>edit pallette.." and swap indicies of your blue color to index 255.Right click to properties for your "tempdecal.wad" file and check "Read only" (this can be done from explorer). This makes sure the decal is not overwritten when making changes in your multiplayer menu. Save the WAD file to the Sven Co-op directory: \Steam\steamapps\common\Sven Co-op\svencoop_addonThe spray in game. 2351a5e196

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