La description :sven coop is an online co-operative modification for valve's game, half-life....
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L'adresse IP principale: 64.38.249.69,Votre serveur United States,Tempe
ISP:Cwie LLC TLD:com Code postal:us
Ce rapport est mis à jour en 25-Jul-2018
Created Date:
2000-10-26
Changed Date:
2016-11-09
Données techniques du svencoop.com
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Notre service GeoIP a trouvé l'hôte svencoop.com.Actuellement, hébergé dans United States et son fournisseur de services est Cwie LLC .
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IP:64.38.249.69 ASN:11572 OWNER:SS-ATL - PhoenixNAP LLC, US Country:US
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MX preference = 0, mail exchanger = svencoop.com.
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news | files | forums "...quite possibly the best half-life mod of all time." -moddb site links current news news archive team members submit a map links section irc channel message forums sven co-op game manual features/changes support the mod entity guide the faq files section download sc! media map screens weapon screens enemy screens articles map making info server guide sc nostalgia search enter your search terms submit search form sc site web link to us » current news: click here to support the mod! « svenworks: digital distribution faces analogue retribution 02 april, 2018 | by hezus view comments on april 1st , we announced our new digital distribution platform for co-operative gaming, svenworks. the initial repsonses of the community were overwhelmingly positive and we were more eager than ever to make our vision of co-operative play a reality. but then the emails from other developers came flooding in on the evening of april 1st . in previous business meetings, all the game developers were quite happy with our plans to re-release all of their games on our platform (especially the huge gain in sales!) but we might have failed to mention that we were going to alter their games to our vision (whoops!). they were far less pleased when they learned that information from our news post on april 1st . suddenly no-one wanted to release their games on svenworks anymore. boy, did we feel like a bunch of fools . so, sadly, we're going to have to pull the plug on our svenworks project. on the bright side, this gives us more time and energy to focus on the development of sven co-op, which is all about co-operative play! stay tuned for new updates in the near future or on april first of 2019! svenworks: digital distribution gets social 01 april, 2018 | by hezus view comments today marks a turning point in the history of sven co-op. we're finally able to show you what we've been working on over the past few years and we hope you are all as excited as we are! we are proud to present: what is svenworks? in short, svenworks is a digital distribution platform especially created for co-operative gaming! next to playing sven co-op obviously, you'll be able to enjoy the full range of gaming titles supporting co-operative mode! how does svenworks work? just as on other platforms, you'll be able to purchase games from our catalogue. our focus is co-operative play and therefore co-op mode is available to all titles, even those that did not support this mode before. this is a huge advantage over steam or origin and with svenworks you'll never encounter hostile players since all deathmatch modes have been removed. even titles that only feature single player mode, can now be played in co-operative mode! our patented matchmaking system will find another player for you to play with while you wait in the game lobby! our revolutionary gui integrates our two basic principles: games and friends! cycle through your games library or friends list with the arrows. the svenworks button in the center takes you to the game catalogue and personal settings. it's that simple! why svenworks? as valve and ea have shown us, the future of online gaming is not within the game itself but within the platform supporting those games. by moving our team effort to this new venture we hope to create additional revenue and thus create better games. with these additional funds our team can spend more time on our core business: making sven co-op an even better game! we're thinking about adopting an episodic approach to future releases. what does the future of svenworks hold? we're adding new games to our catalogue on a daily basis so you'll be able to play more and more games with your friends! achievements are currently in development and also trading cards are in the making. trading cards must be shared with other players at all times to ensure co-operative play! last but not least, we're currently in the alpha development stage of our very own svenworks controller! have a sneak peek at the prototype here ! the current estimated target price for this product is only $89,99! note that you are required to order a minimum of 2 controllers, because of the co-operative nature of all games! how to join svenworks? svenworks is still in active development but you can apply for a beta key on our forums! make sure you register and then sign up by replying to this thread or click the button below! you will receive a download link and your beta key within 24 hours! sven co-op update released [build 2502859] 09 february, 2018 | by adamr view comments an update for sven co-op has been released. if you are running a dedicated server please use steamcmd to update your servers. those of you that were using the public release candidate can remain to do so, as this branch now matches the standard branch. changes are as follows: notable changes lots of updates to the new they hunger: escape map. code game library cross-map inventory: fixed an issue where stored ammo types would get mismatched under certain conditions. (this typically happened if classic mode was enabled/disabled shortly after the last level change.) doors, platforms, and trains (not track train) can now set key "movesnd_loop" to make their moving sound play looped until the brush stops moving. (set to 1 to enable.) fixed an issue where entities spawned via trigger_createentity wouldn't get initialized/spawned properly. fixed an issue where position of custom hud elements would get clamped incorrectly in some cases. fixed an issue where the voice chat labels would overlap if two or more players were talking at the same time. func_tracktrain: all speed related variables are now floats. fixes an issue where trains with speed lower than 1 wouldn't move at all (i.e. the scissors on ragemap2012_2). func_tracktrain: fixed an issue where the "speed" keyvalue of the next path_track entity would be ignored if the new speed was higher than the maximum train speed. game_end: fixed the most recently shown player hud message showing again during the intermission. hud debugging statistics will now show the client/server address and port if available. more consistent line buffer length (512 chars) and comment formatting ("//", "#", rather than one/both/mix/match/wtf) when parsing configuration files, material lists, and replacements. moved the persistent inventory flushing out of "game_end" and into the intermission function, so other things changing level by intermission have the chance of clearing cross-map inventory. myinfo/thatinfo: added print-out for "takedamage", "gravity", "friction", and "speed". myinfo/thatinfo: if the entity model is brush based show "model number: x" instead of "model file: *x". myinfo/thatinfo: water and cheats string tweaks. say alias "/me" now works in team say too. server command "reloadadminlist" to reload the list of administrators at run time. (can be used in rcon.) the server no longer sends gmsgcurweapon message every frame to all clients with no active weapon. trigger_changelevel: it will no longer try to read in a map name if it's going to be too long. (32 characters maximum.) trigger_changelevel: now creates a log message when a level change is about to happen, in a similar style to "game_end". trigger_changelevel: now creates a player hud message when a level is changing so it's more obvious as to why a brief freeze may be happening. trigger_multiple: fixed touchers never being forgotten about when the "fire on enter" flag is set but "fire on leave" is not. trigger_multiple: the "inventory rules failed" trigger will now impose a reset time when run so it doesn't run every frame. voting: a successful map vote will now use the intermission so players get a chance to see why the map is suddenly changing. (more like "game_end" instead of "trigger_changelevel".) voting: players are now shown in their console what kind of vote passed/failed, rather than just "vote failed". ¯\_(ツ)_/¯ angelscript updated angelscript to version 2.3
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Domain Name: SVENCOOP.COM
Registry Domain ID: 38602703_DOMAIN_COM-VRSN
Registrar WHOIS Server: whois.name.com
Registrar URL: http://www.name.com
Updated Date: 2016-11-09T15:15:29Z
Creation Date: 2000-10-26T08:40:58Z
Registry Expiry Date: 2018-10-26T08:40:58Z
Registrar: Name.com, Inc.
Registrar IANA ID: 625
Registrar Abuse Contact Email: abuse@name.com
Registrar Abuse Contact Phone: 7202492374
Domain Status: clientTransferProhibited https://icann.org/epp#clientTransferProhibited
Name Server: DNS.WIRENINE.COM
Name Server: DNS2.WIRENINE.COM
DNSSEC: unsigned
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REGISTRAR Name.com, Inc.
SERVERS
SERVER com.whois-servers.net
ARGS domain =svencoop.com
PORT 43
TYPE domain RegrInfo DOMAIN
NAME svencoop.com
CHANGED 2016-11-09
CREATED 2000-10-26
STATUS clientTransferProhibited https://icann.org/epp#clientTransferProhibited
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