Sven Coop Custom Player Models ^NEW^
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Sven Co-op is a cooperative game for Valve Software's Half-Life. In this mod, players must work together against computer controlled enemies and solve puzzles as a team. It is currently at version 5.0.
The community has slowly dwindled over the years, but Sven Co-op still remains one of the mods with most custom content.This success might be because of several reasons:Due to Sven Co-op's single-player nature, it is easier for mappers to create their own worlds and scenarios, and the ability for mappers to change models and sounds give them even more freedom. A backside of the "single-player" style, is that Sven Co-op maps generally take more time to create than maps for multiplayer games, but SC mapping has still managed to thrive.
A common criticism of single-player mapping for games, is that you never know how many people have played your map. When you are mapping for a coop game, you can create your own scenarios and tell a story to the players, and still be able to see how many are playing your game online.
A mod claiming to provide the option of cooperative play, promising the ability to play the entire game with up to five players; and still allowing ingame saving. Since its offical website is currently still up, and the files are available from numerous mirrors, downloading it is easy The latest version is 1.11 released on November 4, 2002, with version 1.0 being released on June 1, 2002. It was created by Tom Chang.
There have been several attempts at creating a community made sequel to the game, the first serious one, The Shogo Project, having been started by ShogoMAD.com in the mid-2000s. In the end however, this effort proved unsuccessful, coinciding as it did with the slow decline of the forum and the end of the middle era; the last posts about it date back to 2006. Around 2012 however, a new attempt was brought up by the members of Shogo Tribute, based on making either a proper sequel or, if legal permission is lacking, a brand new mecha shooter in the style of Shogo, on a modern cross-platform game engine. Several members signed up as musicians, artists and a few coders, but a complete team still needed to be assembled. Concept art by ZeroEnergy was drawn, providing at least some output from the project. Graham "Gideon" Wilson volunteered his efforts as a writer for the single player campaign, with the intent of making it a sequel to his Shogo: The Expanded Canon fan fiction universe. More immediately however, a multiplayer demo was planned in order to work out the game-play and game physics and also to avoid potential legal problems later on - similar to how Transfusion started before it its own faltering attempt at recreating the single player of Blood. Initially planned to use Blender Game Engine, emphasis subsequently moved over to using the Unity engine, and work began based on sample demos. Most of the effort thus far had been directed at converting original Shogo assets to modern formats, specifically to models supported by the Blender modelling program.
The main difference with Sven Co-op is that Half-Life's been rebalanced for two players, adding more enemies and some two-person puzzles. Also: improved enemy AI, additional weapons, a revive ability, new monsters, a new physics engine, high-definition models, and an optional third-person camera.
The main Survivor's game mode, featuring most of the custom content and the only mode to receive content updates after the game's initial release, the Battle mode is essentially four-on-four team deathmatch. The players can choose from five playable characters: Ranger, Soldier, Sniper, Engineer and Medic. Each character can be of either Combine or Resistance faction with different stats and available equipment, additional items could also be unlocked by playing.
In an ongoing collaborative effort between a group of NASA Ames scientists and researchers at the Institute for Human and Machine Cognition (IHMC) of the University of West Florida, a new version of CmapTools has been developed that enable scientists to construct knowledge models of their domain of expertise, share them with other scientists, make them available to anybody on the Internet with access to a Web browser, and peer-review other scientists models. These software tools have been successfully used at NASA to build a large-scale multimedia on Mars and in knowledge model on Habitability Assessment. The new version of the software places emphasis on greater usability for experts constructing their own knowledge models, and support for the creation of large knowledge models with large number of supporting resources in the forms of images, videos, web pages, and other media. Additionally, the software currently allows scientists to cooperate with each other in the construction, sharing and criticizing of knowledge models. Scientists collaborating from remote distances, for example researchers at the Astrobiology Institute, can concurrently manipulate the knowledge models they are viewing without having to do this at a special videoconferencing facility.
Knowledge management has seen something of a resurgence in attention amongst health librarians recently. Of course it has never ceased to exist, but now many library staff are becoming more involved in organisational knowledge management, and positioning themselves as key players in the sphere. No single model of knowledge management is proliferating, but approaches that best fit the organisation's size, structure and culture, and a blending of evidence based practice and knowledge sharing. Whatever it is called and whatever models are used, it's clear that for librarians and information professionals, the importance of putting knowledge and evidence into practice, sharing knowledge well and capturing it effectively, are still what we will continue to do. © 2017 Health Libraries Group. 2b1af7f3a8