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Decay

Author | Gearbox Software |
Original mod release | 14 November, 2001 |
Date of release | 5 May, 2019 |
Last update | v1.8 - 10 March, 2022 |
.bsp filename | dy_accident1 (+11 maps) |
Description
A conversion of original Half-life mod published by Gearbox Software ported to Sven Co-op.
Story:
Gina Cross and Colette Green arriving at the Anomalous Materials Labs at Black Mesa and reporting to Dr. Keller, who is readying the day's analysis of an unknown specimen. Despite the objections of Dr. Rosenberg to pushing the analysis equipment beyond its design capacities, Cross and Green are assigned to assist setting up the experiment for Gordon Freeman. When Freeman inserts the specimen into the scanning beam, however, it triggers a "resonance cascade", causing massive damage to the facility and teleporting alien creatures into the base. Keller and Rosenberg agree that Black Mesa cannot deal with the situation on its own, and so decide to call for military assistance. Cross and Green escort Rosenberg to the surface, where he sends a distress signal to the military. However, the military are ordered not only to contain the situation, but to silence the base by killing its employees. Rosenberg elects to stay behind to meet with the military on arrival and Cross and Green return to Keller.
Once reunited with Keller, Cross and Green work to seal the dimensional tear to stop the invasion. The military arrive and try to remove all personnel as well as the alien force. After resetting key equipment to prevent a second dimensional rift, the two are tasked with preparing a satellite for launch. The satellite, which is launched by Freeman in Half-Life, is used in tandem with ground-based equipment to significantly weaken the effects of the resonance cascade. Keller tasks Cross and Green with activating this set of prototype equipment, a displacement beacon, which through the satellite may be able to seal the dimensional rift. However, after activating the beacon, both characters are caught up in a "harmonic reflux", a distortion caused by the rift. Despite this, Cross and Green are able to return safely and Keller congratulates them on their success.
Bonus Chapter:
The unlockable vortigaunt mission provides background information explaining how the orange crystals used by the rift-sealing machine in Half Life: Decay are acquired and used by the Nihilanth during the final boss battle in Half Life. The two player-controlled vortigaunts battle through Marines and Black Ops in the underground Black Mesa complex to find the orange crystals in the back of a military van. At this point the screen fades and the mission is declared a success; it is presumed that the Nihilanth warps them back to Xen and installs the crystals in his cave.
Additional credits
Sven Co-op conversion by CubeMath
Updates and maintenance by Outerbeast
Playtesting, exploit/bug reporting and general mapping support by AlexCorruptor
Special thanks to:
- JTE for his item_eyescanner custom entity script and playtesting
- Taylor Lev for extensive playtesting, feedback and alien slave playermodel
- SV BOY and Gauna for playtesting and finding exploits
- Garompa for model fixes
- _RC for general feedback
Changelog
Tags
Rate this map
3.7 / 5 (13 votes)
Reviews
Comments & discussion
Rules:
- Feedback should be constructive.
- For discussion not related to this map, post in the forum.
- If you need help installing maps, please read the installation guide.
Firstly, awesome job bringing this to sven!
Had a run through last night and was mostly smooth sailing.
Apart from the fact that after putting the crystal in the lift during the first act, nothing was triggered.
Reset a couple of times to no avail, ended up running "ent_trigger_ahead" on the lift to force it, which then triggered the sequence allowing me to grab the crowbar and proceed.
After that I didn't notice any issues.
This is being hosted on a linux ds, with script files moved to svencoop/scripts instead of svencoop_addon/scripts.
PS - support for classic mode would really complete this :)
About that crystal cart.. i also saw that many times. it can stuck esaily then force to trigger multiple for go up lift.
That must be goldsrc Engine problem to stuck entity in lift i think..
about classic mode - you can just install w00tguy's Classic Mode Deluxe
https://github.com/wootguy/ClassicModeDeluxe
Thanks I'll check it out \m/
How did you do it and where more specifically? because I tried and unfortunately I couldn't.
I tried several ways with the commands you mentioned and I managed to get past this part, thank you!!
The lift trigger works, however compared to the original it is much harder to get the thing in deep enough on Sven Coop. Most times a player tries go in after and gets crushed, and then has to restart the map from the very beginning.
I downloaded the map and installed it according to the instructions (unzipped into svencoop_addon) but I can't find dy_accident1. Any ideas of what I could do? Any help or tips would be greatly appreciated.
everytime i tried to start the game there's no retinal scanner model even if there's one in the files (i didn't modify the mod i swear!) barney talks, do his sequence, do his animation and the door is not opening and there's no scanner either, what should i do here?
Works fine on my end.
Please check the AngelScript logs and post the errors here
go to svencoop/logs/angelscript and open the most recent file
Thanks
Same thing happens to me. Only happens when running on my Linux dedicated server, doesn't happen on a Windows listen server.
Server started logging Angelscript on map 'dy_accident1' at: 2023-07-27 06:59:08
ERROR: Failed to add include file '../point_checkpoint'!
ERROR: Failed to add include file 'beast/checkpoint_spawner'!
ERROR: Could not load map script 'decay_main'
Failed to include 2 scripts; compilation may fail!
ERROR: /home/container/svencoop_addon/scripts/maps/decay_main.as (19, 2) : No matching symbol 'RegisterGameHudSpriteEntity'
ERROR: /home/container/svencoop_addon/scripts/maps/decay_main.as (20, 2) : No matching symbol 'g_TempEffectFuncs'
ERROR: /home/container/svencoop_addon/scripts/maps/decay_main.as (22, 2) : No matching symbol 'RegisterItemEyeScannerEntity'
ERROR: /home/container/svencoop_addon/scripts/maps/decay_main.as (23, 2) : No matching symbol 'RegisterItemRechargeCustomEntity'
ERROR: /home/container/svencoop_addon/scripts/maps/decay_main.as (24, 2) : No matching symbol 'RegisterItemHealthCustomEntity'
ERROR: /home/container/svencoop_addon/scripts/maps/decay_main.as (25, 2) : No matching symbol 'RegisterAlienflyer'
ERROR: /home/container/svencoop_addon/scripts/maps/decay_main.as (33, 3) : No matching symbol 'RegisterWeaponIslave'
ERROR: /home/container/svencoop_addon/scripts/maps/beast/checkpoint_spawner.as (127, 69) : No matching symbol 'SF_CHECKPOINT_REUSABLE'
ERROR: Map script compilation failed
EDIT: This issue doesn't occur with a Windows DSeither. It's a Linux-specific issue it seems.
EDIT2: Scripts aren't loading from the addons folder properly on Linux, but they work fine from the base svencoop folder.
This issue happens in linux only due to an issue with how the game script imports another script that exists in the parent dir and is being told to look in there:
#include "../some_script"
Something in linux causes inability to resolve the "../" part correctly as "look in the parent dir for some_script.as" and instead tries to look for the file with the name ../some_script.as in the current dir, which obviously no script file exists with that name - when the game can't import a script, an exception is thrown and map script compilation halts, breaking everything else that was meant to be imported afterward.
Other maps using scripts that import other scripts in this same fashion are also affected by this bug, its not exclusive to Decay.
I've already notified the SC development team about this issue several times at this point because this isn't the first time people have reported this issue.
Hey @Outerbeast. Thanks for maintaining this map pack.
I have searcher for info regarding this bug in sven coop discord channel. It doesn't seem to be on priority list.
Also on discord I have found that one person uploaded zip with workaround for this bug. It seems that only one problematic file is `heckpoint_spawner.as` which imports ``../point_checkpoint`.
Maybe it would be possible to incorporate this fix into official map release? It would save some people time and headache from this issue. I know Linux user base is small, it mainly is affecting people running sven coop servers.
Either way thanks for supporting map for almost 25 year old mod :)
Hi!! So, i was testing the maps and as far i played it, look awesome!
But as my natal language isn't english, i can't sometimes pretty focusess on hear the voices in english, so, then i will wanna replace the sounds with the ones i got that are in spanish, the problem comes here, i could replace the folder, but it doesnt change the voices, they still being in english, any advice you could give? Any help would be really apreciatted, thanks!!
You must overwrite each file with the Spanish translated files
tested decay v1.5.3
Does not exist the entity in Sven Co-op.
These are all decay proprietary entities that were not changed (for future)
ERROR: Cannot instantiate entity: Entity 'effect_warpball' does not exist!
ERROR: Cannot instantiate entity: Entity 'env_dlight' does not exist!
ERROR: Cannot instantiate entity: Entity 'env_elight' does not exist!
ERROR: Cannot instantiate entity: Entity 'env_extremefunnel' does not exist!
ERROR: Cannot instantiate entity: Entity 'env_lensflare' does not exist!
ERROR: Cannot instantiate entity: Entity 'env_rtcamera' does not exist!
ERROR: Cannot instantiate entity: Entity 'func_frame' does not exist!
ERROR: Cannot instantiate entity: Entity 'func_notepad' does not exist!
ERROR: Cannot instantiate entity: Entity 'info_displacer_earthdeastination' does not exist!
ERROR: Cannot instantiate entity: Entity 'info_flaghelper' does not exist!
ERROR: Cannot instantiate entity: Entity 'item_slave_collar' does not exist!
ERROR: Cannot instantiate entity: Entity 'monster_generic_bkup' does not exist!
ERROR: Cannot instantiate entity: Entity 'trigger_enddecay' does not exist!
ERROR: Cannot instantiate entity: Entity 'trigger_new_hurt' does not exist!
Hi, thanks for providing the list.
Most of those entities I don't know what they do such that I could just replace them with SC available entities, the decay fgd doesn't help much either. However I have been able partly rebuild the entities item_slave_collar and trigger_new_hurt in dy_lasers- there's actually a setup thats entirely missing in SC that is present on the original standalone game.
func_notepad was a brush entity that appears to display text of some kind but I don't know in what manner it does so, so it will just be replaced with illusionary.
trigger_enddecay seems to be an entity that restarts or reloads the map should any of the important npcs be killed ie Dr Keller or Dr Rosenberg, but because there is no friendly fire in the map config it could be removed entirely. Then again someone may mess around with the config to enable it, so it may be a good idea to replace it with a working setup that restarts the map should it happen.
info_displacer_earthdeastination and monster_generic_bkup will be deleted, they have no use
The other entities with effect_ or env_ prefix I have no clue what they do and needs more investigation
An update along with other tweaks and fixes is underway.
I was hosting a Dedicated server with the Decay Campaign, but werever a player joins in the map, the server crashes.
Then i tried to make a local server so i can see the problem, and it crashes with a "Fatal Error" saying the next thing: SZ_GetSpace: overflow without FSB_ALLOWOVERFLOW set on SendResources
Disable all plugins and try again.
List the plugins you have installed if you can.
doom_maps
SvenAdmin
SimpleTrail
SimpleGlow
ChatSounds
SpeedoMeter
Cheats
AntiBlock
AntiRush
ListPlayerModels
RCBot
SpectateMode
Nightvision
AFBase
PreCacheModels
Tho, i've been testing them now and it was caused by the Chat Sounds and PreCacheModels having too many precached stuff.
Please refrain from using such plugins.
It's only coincidence that particular map crashes when anyone tries to join the game, there may be other maps that could be affected the same issue.
These maps are played very often on other servers that don't use plugins (only the essential ones) and they run perfectly.
Resguy Log (31 missing files)
Thanks, after many reuploads and changes, we now have a Perfect Archive with 0 errors :D
thanks
tested all maps and add new serveur in maps ;)
Decay has been updated with working eyescanners: you must stand in front of the eyescanner and hit the use button facing the panel to be able to activate it.
Numerous other tweaks, fixes and patches have also been made since version 1.4 (check 1.5 changelog for details)
Many thanks to JTE for writing the mapscript and adding this functionality, and reporting other issues.
Enjoy!
Door that leads to shooting range on dy_hazard dont open. (area after turrets, where 3 vortigaunts spawn)
Were you playing the maps in normal mode (not surival mode)?
The button that opens the shooting range door has a multisource lock on it and one of the lock triggers was a lambda respawn medal, which only spawns in survival mode. This is why the button is still locked in normal mode because the medal is never there to satisfy the remaining multisource condition, thus softlocking the map.
These maps were ported with survival mode exclusively in mind and I believe that respawn point requirement was made to force players to take it and not troll, I suppose.
Anyways it's been fixed by removing that multisource requirement from the checkpoint, a patch will come out in a while along with other changes.
Thanks
This problem has been fixed in the v1.5.1 mappack.
I tought this has been fixed?
Because we (2 players) stuck at almost everything.
No single 50 or 66% Door gets Triggered, "ent_trigger_ahead" is not working on every door but if it is bad anyway since i have to use it on every single door with 50 or 66%. But not only the Doors here few examples which also does nothing:
1.) After pushing the Crystal in the elevator and have to take the crowbar some things move but then nothing Stuck (and the way to the top also stays closed)
2.) Security Button doesn't work but it's also a 66% Door so.
3.) After shutting down the power after turret corridor the Shooting Range Door Keypanel don't open the door.
4.) Valve Wheel is also not working it keeps rotating.
And after the Valve Wheel we stopped playing and hoping for a fix.
It seems that suit and health charger script broken it wont recharged. also and this anti-rush blocker broken but it wont completed counted (same comments by Sparky4321 / Alive Ohla).
Please rename/delete the archive so I can upload the fixed version.
I deleted decay v1.4.zip, now you may upload fixed version. :)
Addition: Once your upload the fixed version you can add changelog so you can see and what change fixed does or not to be added version from changelog.
im not surprise like suppose fixed it, Is there any latest bsp files (fixed version) right now? im seriously. -_-
Addition: Please added classic mode just like v1.3.
I think your English needs fixing topkek :DDD