The goal for this project is to become a generic Half-Life co-op mod which is easy to customize. Default content and gameplay will stay faithful to classic Half-Life. That means there won't be any: tacticool weapons, HD models, bullet-sponge enemies, etc. This isn't strictly a Sven Co-op clone, but recreating its entities and features is a high priority because nearly all GoldSrc co-op maps were made for sven.
View project status here.
This repo was forked from an early version of halflife-updated (Nov 2021).
Note: If you're a player, you don't need to install anything or build this mod. Just join a server showing "Half-Life Co-op" in the game column. The mod is totally server-side. A custom client might be created later but it will be optional.
- Install dependendies.
Windows: Install Git, CMake, and Visual Studio
Debian:apt install git cmake build-essential gcc-multilib g++-multilib libc6-dev-i386
- Open a shell somewhere and clone the repo:
git clone --recurse-submodules https://github.com/wootguy/SevenKewp
- Run
scripts/build_game_and_plugins.bat
(Windows) orscripts/build_game_and_plugins.sh
(Linux). - Copy the contents of
build/output/
tovalve/
on your Half-Life dedicated server. - Build and install my fork of ReHLDS. This is required for some maps.
- Copy the contents of
sevenkewp/
tovalve/
on your dedicated server. The.cfg
files must be invalve/
, but you can copy everything else tovalve_downloads/
if you want. - Add
-dll dlls/server.dll
(Windows) or-dll dlls/server.so
(Linux) to the launch options of your dedicated server. If you use metamod, then addgamedll dlls/server.dll
(or.so
) to metamod'sconfig.ini
instead.
Currently, the mod is designed to run as a replacement server library for Half-Life, rather than a new mod with its own server list and client. The mod doesn't work with Sven Co-op clients yet.
Native plugins are tightly integrated with the mod code and have full access to its classes and utilities. This makes native plugins powerful but easily broken by mod updates. Here's how to build them.
- Set up the mod project as described in the previous section
- Open a shell in
SevenKewp/plugins/
- Clone all the plugin repos you want. Example:
git clone https://github.com/wootguy/SevenKewp_plugins/
- Run the build script again:
scripts/build_game_and_plugins.bat
(Windows) orscripts/build_game_and_plugins.sh
(Linux) - Copy the contents of
SevenKewp/build/output/
tovalve/
on your dedicated server. - Repeat steps 4 and 5 whenever the mod updates.
Once you have built or downloaded a native plugin, you need to copy it to the right place and update the relevant config file. valve
and valve_downloads
are interchangeable. The plugin loader will search both paths.
- Copy the dll to the server plugins folder (Example:
valve/plugins/server/AntiBlock.dll
) - Add the plugin file path to
valve/plugins.txt
without the file extension (Example: writeAntiblock
to load the path in step 1)
Plugin paths in plugins.txt
start in valve/plugins/server/
. That's why you only need to write AntiBlock
instead of valve/plugins/server/AntiBlock
in the above example.
These steps only apply to unreleased maps/ports. Ideally the map package will set this up for you so that you only need to extract the files.
- Copy the dll to the map plugins folder (Example:
valve/plugins/maps/pizza_ya_san.dll
) - Add the plugin file path to the map cfg file(s) the plugin was made for (Example: add
map_plugin pizza_ya_san
tovalve/maps/pizza_ya_san1.cfg
andvalve/maps/pizza_ya_san2.cfg
).
Plugin paths in map cfg files start in valve/plugins/maps/
.
Sven Co-op maps often need converting before they can be used in Half-Life. Not doing this will result in crashes. This section is here mostly as a warning not to install maps directly. Good luck actually following this. I plan to publish all my ports and ripents later so that this isn't needed.
- Create a folder and copy
scripts/convert_map.py
to the new folder. - Add modelguy, ripent, bspguy, and wadmaker to the same folder. modelguy and bspguy need to be built from source because the latest releases are missing features.
- Copy
resguy_default_content_hl.txt
from resguy to the folder, and rename it toresguy_default_content.txt
- Update
valve_path
in the script to point to yourHalf-Life/valve
folder. - Install imagemagick and ffmpeg. Make sure
magick
andffmpeg
are usable from the command-line. - Extract a map package to the folder (
maps/
should end up next to the script) - Run the script
The script will fail on certain things like models with invalid textures. Those models need manual edits. Maps made for Sven Co-op 5.x sometimes need special attention (map moving/splitting to fit in the +/-4096 grid, texture resizing, etc.). The master branch of bspguy has porting tools to help with this.
So far, I've had the only server hosting sven maps so I don't bother renaming files that the script modifies. That's a horrible practice and will cause crashes once other server ops start hosting without reading this section.