A downloadable game

While Croteam is busy making more prequels, I decided to make that sequel we've all been waiting for. It's time for Mental to die.

"The Sequel" is a mod for classic Second Encounter, that adds loads of new features such as: 4 new weapons (Ghost Buster, Plasma Thrower, Devastator, Hydrogun), new gameplay mechanics (enhanced difficulty modifiers, secondary fire for some of the weapons), a huge new enemy roster (complete with advanced gibbing) and new tools for mappers (two new types of enemy spawner, new features for old entities and several new entities). This demo comes with its own demo map, along with an unfinished map pack, that's going to form the third episode of the upcoming four episode campaign. You can also check out the manual for story context and general tutorial for the new features and entities.

I'm releasing this demo for three reasons. One, to showcase the features of the mod and build hype. Two, to test said new features on a large scale and gather feedback. And three, because I am past the point where I can do it alone. I need people who could help me with certain things.

To be more specific, here's a list of things I need help with:

 - I need a 3D modeller, who could create some objects, like plants and other assorted map props. Perhaps, new enemy and weapon models (would be particularly cool to properly renovate the alpha enemies), but that's a lower priority.

 - A 2D artists, who could make icons. For the new weapons in particular. But I also wanna have a map screen, similar to the First and Second Encounter campaigns. Perhaps some additional eye candy, like menu background.

 - Mappers. For deathmatch maps, partially. I'd also like to outsource things like placing secrets and cutscenes, because I find them tedious to make. But if there's a way you can help out in the main campaign as well, or make additional map packs for the mod, that would be appreciated too.

 - Coders, who could clean up some of the mess I made. Some better precision and efficiency. Perhaps fixing bugs I wasn't able to.

 - Testers. Pretty self-explanatory.

That is all. Full version coming in about a year or two. Have fun until then.

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Manual

Source Files

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Credits:

Mod created by JesterOfDestiny

Coding:

 - JesterOfdestiny, SeriousAlexej, Rakanishu, Dreamy Cecil, Uni Musuotankarep, [Rocketers] Alex

Mapping:

 - JesterOfdestiny, Rakanishu (demo map)

Modelling:

 - T-ReXx, Ar2R-devil-PiNKy, Dr. Trigger, zorgpro2013, RCK5_WSG45.DOS, LevC, Kote, Mazuto, Rakanishu, Kirill Kotliar, Ded Kadath, VadikZ, OmiTheYellow, Row Video Games, drinfested, KingJohaan, coremort, MaxBugor, JesterOfDestiny, ThinkingOnPause, LG_Labian, ervislilaj, shiva3d, Constantin Os, Kelli Ray, God Appeasers, Poly by Google, Oleg Shuldiako, davidskalin

Music

 - Valery "Senmuth" Androsov, Aim To Head

Sound design:

 - JesterOfDestiny, Mazzelmi, Maxsis_Specifications

Textures:

 - JesterOfDestiny, Nifran Tay, Space Engine, Dall-E and other assorted AI image generators, RCK5_WSG45.DOS

Additional

 - Zdzichu for the Alpha port

 - The303 for LithUnwrap

 - Andrey for the Blender tools

 - noam 2000 for the SS2 enemy ports

Special thanks to:

 - Serious MkBewe, Thanadrax and everyone in the Serious Sam Classics Discord group

Updated 12 days ago
StatusReleased
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorJesterOfDestiny
GenreAction, Shooter
Tagsclassic, first-person-shooter, FPS, mod, second-encounter, serious-sam

Download

Download
TheSequel.rar 948 MB
Download
Manual.docx 4 MB

Development log

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Comments

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Is there support for online play the same as in the original game?

I don't know. There should be and I'm pretty sure some people have played it in multiplayer, but it hasn't gone through extensive testing.

Is it possible to transfer a map made in the original editor to a modified editor? I ask this because the new editor is not working correctly yet. That is, I was going to work on the geometry of new levels for now and transfer them in the future.

It is totally possible to do that. But the editor for the source files does work though. Because I'm not sure if this issue will ever be fixed.

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Yes, everything works correctly with the source files. 

If my level uses new models and textures, then the source files directory should be similar to the game directory?

You don't need to fiddle with source files, if all you're doing is making levels. That's for the internal structure of the game.

I always had 2 questions about the balance in the original game and the mod too.

1) Difficulty "Hard" - the player has a standard amount of ammunition. Difficulty "Serious" - double ammo. Many players, including myself in some places, believe that this makes Hard difficulty more difficult. There is a proposal to make the amount of ammunition standard on all difficulties. But the maximum amount of ammunition for weapons is doubled as on maximum difficulty. That is, the ammunition for the tommigun will give 50, and the maximum ammunition will be 1000.

2) In the later game, the minigun makes the tommigun little or even unusable. I have an idea to fix this by using different ammo for the 2 weapons. That is, two types of ammunition - 2 weapons. This is the ammunition system in Serious Sam 4.

I honestly don't think double ammo on serious makes that much difference. Enemy modifiers are still significant. Not having to worry about ammo management as much, doesn't change the fact that a simple kleer does 40 damage.

So, I was able to find out the reason for the bug with the increase in the rate of fire of the weapon.

To do this, I compared 2 versions of the game. Standard and with patch (Serious Sam Classics Patch, Patch Creator - Dreamy Cecil) In the version with the patch, the rate of fire becomes increased.

So unofficial fan-made patch is the culprit? That makes sense and is kind of a relief.

It will be good if the mod works on the version with the patch. Personally, I wouldn't want to give up the patch because of the many interesting options

As you can see in the video, some polygons disappear in some situations. My screen resolution is 3440/1440 (21:9). The problem exists both in full screen and in a window. Also, there are no changes both at FOV 100 and at 80.

Also a quick note. In the video, the bomberman cannot hit the player, and the projectile flies into the ceiling, which looks quite funny and ridiculous.

Sorry for not replying. Just letting you know that I have noted the bugs and will look into fixing them. I just don't always know what to say.

I read that you are not going to add new features to the mod. But this is one of the ideas for the future. Suddenly you'll like it.

I recently remembered one mod. Advanced monster and item classes by Heming_Hitrowski. It would be a good idea to have more detailed customization for enemies to create more varied and unique fights. Also in this mod there is an interesting customization of models of ammunition and other items. For example, you could easily create your own type of first aid kit or even a trap that takes away your health.

There are some enemies that are pushed back when hit by projectiles. Because of this, situations may arise that these opponents may fall somewhere where it will be difficult to reach them. What about the idea of setting a mass of enemies in the editor or pinning them in place? This idea is more for custom new maps than the ones available now.

Would be possible. But I feel like it's much easier to just adjust the level geometry to counteract enemy bouncing.

During the passage of level 1, something happened to the assault rifle (Tommigun).  He fired 654 bullets in 32.78 seconds - 20 bullets/sec. This was noticed due to the fact that the arachnoid was killed quite quickly. The description in the manual stated:

"Functionally identical to the Tommygun"

But the assault rifle became like a minigun

I checked again. Restarting the current level or loading a save does not fix the bug. Loading another level or restarting the game also does not fix the bug.

I did make the tommygun ever so slightly faster. This was my way of counteracting the weapon slow down bug; tested it as well and it worked fine. But it shouldn't be noticeable.

This became noticeable due to the quick kill of larger enemies. In fact, the damage per second of the tommigan became similar to that of the minigun (200 DPS). If the idea remains, then the minigun will not be needed anymore.

The change is just 0.04 second, so it can't be that significant. I just checked killing speed of tommygun and minigun and the minigun still got it beat. Again, this slight change was one way to counteract the weapon slow down bug (the laser and flamethrower also have this kind of change). But if it's really a problem, then I'll think about adding a slight buff to the minigun.

To be sure, I completely reinstalled the mod. The weapon still fires unusually fast. Here you can see with a timer how quickly enemies are killed.

I would also like to know when, give or take, new levels will be released?

First two levels of the first episode are actually fully finished. If you want to test them, I can send them over. 

Of course. On discord? Steam?

Right here!

Thank you. Already downloaded

2 bugs found.

1) InformationAnkgor\Pics\full.text - file not found

2) Enemy kill counter is bugged. 283/278 - 2 level. 585/544 - all.

I know about the broken kill count. I think non-spawned enemies are counted differently? And these two maps have a lot of those.

The latest update stated that the save error was not fixed. But personally, the error disappeared for me. I can't say what this might be connected with. I only replaced the folders and files specified in the last post.

I checked again. It turns out that he can save without an error in the game folder, but not in the mod folder.

I checked again (2). In fact, the file can only be saved in the mod folder. If you try to save in the game folder after moving from the mod folder, an error will occur. If you try to save again, the error will disappear, but the level will be saved in the mod folder. Wtf?

In any case, I'll still be looking for a fix, because it doesn't sound like it's working properly.

Well. Good luck finding the bug! This error is very annoying

Is it possible to create an infinite spawner that is disabled by a trigger? This idea would be quite interesting for some levels. At the moment, all spawners count enemies and are limited.

I think it'd be possible, but I'm just not a fan of the concept of infinite spawners.

Error appears in editor and in the game.

Is this from the newest version? Because I remember having this issue at first and fixing it. But it changes things if it's a new issue.

Yes. This error is from the newest version

Also when trying to save a new level

Wtf, I don't even have that folder.

MyLevels is a folder created by me. But if you save to other folders, the error occurs in the same way.

Okay, try replacing those files with these:

https://mega.nz/file/bb4RRYrZ#StzLWMwCYHeE5YR9vXIWbYfbAHGZcyXRDMB90eBXO_A

https://mega.nz/file/CCRyiS7I#RwdXskHA2JQJ6IgevOGR1vyGJLWEeDB8NO6GkZ2L60Y

The bug related to enemies has disappeared. But when saving the level, the error remained.

How was you managed to export animations from next encounter? Is there any special tool for this?

(+1)

I used a Blender addon to open and convert NE models. Then I downloaded an iso file of NE, from which to extract the models.

What new features will come later? Will there be, for example, something like gadgets from Serious Sam 4? Buying something for coins, new modes, character abilities, etc. Or are future features limited to new entities, enemies, weapons?

I don't think there'll be new features, unless I need something for a map. At this point, it's just going to be perfecting what's already there and finishing the main campaign.

As a developer of maps and small mods, I would like to see the ability to edit the parameters of something. As in the editors SED 2.0 or SED 3.0+. Do the sources allow this? If so, will they be updated?

What's 2.0 and 3.0?

Serious Editor 2.0 for Serious Sam 2 and 3.0 for SS3 etc...  It would just be really nice to have that editing ability.

Oh you meant like features similar to later editors. It's possible. I think either Serious Alexej or Dreamy Cecil has included those features into their updates. And there's the Advanced Monster Item Classes too, though that one's a bit buggy.

I could probably do something like that too, I just don't really need such feature.

I just wanted to say that I would have had enough source files.  If they allow detailed editing, then so be it. And if they are updated in the future, it will be very cool!

(3 edits)

@JesterOfDestiny

Cross platform version (1.10): SE1-TSE-Sequel

Release  Autobuilds (GitHub Action)

Oh, this is so cool! Are you going to keep up with updates?

Of course, if there are corrections, I will definitely add them. Both for code and for resources. The mod is wonderful.

Thank you very much for the source code, now I can run this mod and your maps containing AREP on *nix systems.

(1 edit)

You just reminded me, that I forgot to apply the updates to the sources rar. They're now added.

(1 edit)

Thanks for updates.

I also ported it to Linux and am now playing through it. I really like everything. 

(1 edit)

When I started playing, I didn’t think it would be so good. Undoubtedly the best mod I've played in recent years. Monsters from different parts of Serious Sam, well-designed levels. My rating is 10 points out of 10. 

I was using game version 1.10 and there were three times when I had to use a cheat code. On the second level the elevator did not work, On the third level the geyser did not work. To get into the skull I had to do a “fly”. At the same time, at the end of the level the geysers were working. On the fourth level, in a large hall with variable gravity, the room does not turn over after killing all the monsters.

I think this is possible due to the use of version 1.10 instead of 1.07. Otherwise everything is just fine.

Thanks a lot again!

So I asked around and apparently nobody else had this issue. It's likely that this is a 1.10, or perhaps a Linux thing.

I'm pretty good with code, but not so much with the editor. My editor knowledge will be enough to fix the first two bugs for version 1.10. And there is a possibility that it will be enough to open the 1.10 level in the editor, save it, and everything will work. This happened when I opened TFE levels in the TSE editor. I'll try to do this in my free time.

(1 edit)

Btw, did you have any issues with quick saves? A lot of people report crashing when loading a quick save.

Planet Atlantis (level 2-5) error: EOF hit while reading: No such file or directory....\Mods\TheSequel\Classes\AREP\Cyborg.ecl.

Level Back to M'Digbo - Demo Level. Freezes after loading quick save.

(1 edit)

But the Cyborg.ecl is right there. Why is it getting that error?

I also know about the quick save issue and I have no idea what that's about. It's things like that I'm looking for extra help with.

Edit: Best I can tell you is try downloading it again. I have replaced the rar. Maybe there was a mistake with the previous download?

Unfortunaly, the error remains(

So EOF errors usually happen when a file path is too long, or there is some closing tag is missing. The file path is clearly fine, because it's reading the other classes, so it's gotta be a closing tag. My guess: Every class file has an extra empty paragraph, except for the Cyborg. Maybe that's the closing tag. It has that now, so maybe try it now.

Now there is no error with the Cyborg!!

The rocket launcher and devastator have the same icons. It's a little confusing.

In addition, during the game one time another error appeared

Yay, another needle in a haystack found!

Weapon icons are being worked on.

When does this error happen?