I don't know if I'm finding the right one. The modeler can't open these files, because they're in some specific dds format. And even it could, they all seem to be mostly transparent for some reason.
I installed it incorrectly. When unpacking, I had 2 folders with the mod because the old folder had the same name. And so I installed the old version, thinking that it was the new one. So, everything is fine and there is no error.
Update 22 lacks new particle functions for the Beam entity and a ModelsF/Enemies/Mental/Mental.h file for the Mental entity.
I appreciate the separation of files. I hope whenever there’s a new update, it lists which files specifically have been updated. Or even better - append an update version to each file link like “(Update 22)” to know exactly when the last change happened.
Also, coop players spawn inside walls in The Final Encounter level.
I tried to start the Angkor chapter, but I keep getting this error.
Cannot preload TexturesF\AI\Misc\Obsidian1.tex: Cannot open file `C:\Program Files (x86)\Steam\steamapps\common\Serious Sam Classic The Second Encounter\TexturesF\AI\Misc\Obsidian1.tex' (No such file or directory) ()
Cannot start game:
Cannot find substitution for "TexturesF\AI\Misc\Obsidian1.tex"
I found a problem that if you pack the map not in the source folder, then autogro will not pack the map. I tried to pack the level which is located in: Serious Sam TSE/Mods/TheSequel/Levels. And also textures and other things that are located in the folder with the mod. Autogro can pack what is located in the game folder, not in the mod folder. I haven't updated the large source folder for a long time and I don't know how to do it correctly now, but only with this folder I could successfully pack the level. Any tips on how to properly pack levels for a mod?
Wow. Thanks. I'm busy for now and will be back in November to create new levels. And by the way, I heard that you were busy too. It's interesting to know when the new update will be released.
Hey, if you want some help with packing mod files to reduce the unpacked size and to get rid of unnecessary files, you can use my Dreamy GRO application. I just released an update for it that supports mods and all kinds of files (even DLL). I have a short wiki page for it as well, if you have questions about it, or you can just ask me.
But I must warn you that it’s not perfect and might miss some files in specific circumstances, so I recommend testing new updates on clean game installations before releasing them.
I do want to pack the mod into gro properly, if not for size but for organization. Although last time I tried it tried looking for stuff in the main game folder instead of the mod. Perhaps I did something wrong, or certain changes have allowed that to happen since.
Usually (as in never, but if I ever had to) I’d just create a pull request on GitHub, but since the code isn’t in any repository, I guess I could send them here.
If I end up sending entire files, you’ll have to make sure not to overwrite your own changes that aren’t in the latest sources yet. I always prefix comments before my changes with [Cecil] in the beginning, so maybe you could look those up.
Regarding the IDs, it would only cause problems if there were any collisions. Properties are usually identified by both ID and type, so because those properties had different types, it was fine.
As for the component, the issues it currently has are (1) inability to precache it and (2) it would always play the previous sound because it’s always found first. If it was something else (e.g. a model), it would’ve caused crashes when it expects one type but ends up finding another under the same ID.
Hey Cecil, I hope you can help out with this. I'm developing an entity for laser beam type particle effects and I just can't get it to interact with triggers. So far it can be activated and deactivated manually in the editor, but not with a trigger set to "activate/deactivate event" as it's supposed to.
If you only intend on toggling particle effects without any logic surrounding them, you can remove Active() and Inactive() procedures entirely and replace this block:
// go into active or inactive state
if (m_bActive) {
jump Active();
} else {
jump Inactive();
}
With this:
// Wait for the game to start
autowait(0.05f);
wait() {
on (EActivate) : {
m_bActive = TRUE;
resume;
}
on (EDeactivate) : {
m_bActive = FALSE;
resume;
}
otherwise() : { resume; }
}
Hello, I like what you’re doing here, just awesome. However, I have a major problem with the way it’s packaged, more specifically the source files.
What is the point of packing the entire development folder with literally thousands of Alpha, TFE and TSE resources? I have tried building the mod myself and all I needed is to copy EntitiesMP and GameMP folders on top of the clean SDK (and some folders with model headers).
If you can, please start packing the source code very minimally.
(1) Firstly, please remove everything other than .h files from AREP, Models, ModelsF and ModelsMP under Sources. It can be done manually by searching under each folder in explorer using “NOT type:h NOT kind:=folder” query (no quotes) and then pressing Ctrl+A to select all files and deleting them.
(2) Secondly, you may also want to delete Debug and Release build folders from EntitiesMP and GameMP because the files in there are generated each time you build the source code anyway.
(3) Thirdly, you probably only want to pack EntitiesMP, GameGUIMP, GameMP, AREP, Models, ModelsF and ModelsMP folders from Sources. But, if you’re really worried about forgetting something or just too lazy to do it, just pack the Sources folder alone.
From my testing, you can simply place the release files on top of the sources and the mod that you build yourself works as intended.
And finally, if you still wish to share all the development resources for some reason, just pack them separately and please get rid of the vanilla assets that are already in SE1_00.gro.
P.S. The current source files lack the HiveBrain entity. In fact, there are absolutely no changes to the code since Update 16 from what I can see.
Hey, thanks for the feedback. You are right, the way the folders are currently packaged is a bit messy. I was planning to tidy it up, but I wasn't sure what to include or exclude.
When do you need the tidied up source code? Because I was planning on releasing a new update these next few days and I can sort it out by for it.
I have tidied up the source files, can you make sure it works?
Also, I remembered why it was done this way. (Well, beyond just me not knowing what I'm doing.) Originally, the mod's editor didn't work, so if anyone wanted to develop maps for it, they needed the whole package. But that seems to have been fixed now (still not 100% sure), so it's not necessary anymore.
Everything seems to work well. Through you still left .ini files beside the headers, which aren’t needed by models in code. Croteam left them too and I don’t know why.
I wanted to offer a new entity option - WatchPlayers. There is a problem that this entity always sees 360 degrees. Because of this, I can't properly create a shooting statue/turret. I propose to make a visibility angle indicator from 0 to 360 degrees for different situations. Well, or another similar entity.
Yes it is. But this method will create extra entities on the level. Moreover, in the cooperative mode of the game there will be problems, because several players will cross all the fields and thus disable the Watchplayers entity.
So, I tried creating a simple room in the editor with a few enemies and saving it. And it worked for me.
As for the controls, I changed one button. Y - Netricsa. And this also works and is saved when the mod is restarted.
I don't know if one problem was mentioned. If you click on the alternate fire, but then quickly click on the main fire, the weapon will still fire the alternate fire.
To tell the truth, I’m already used to working in the editor, in the folder where the sources are. It’s just that all the necessary files for my levels are already there and I’m too lazy to change them again.
By the way, I lost the ability to use “Custom enemy collision” entity for statues. Previously I could use this collision for stationary models. Now, when you try to put this entity in the same place where the statue is, this entity begins to move somewhere to the side. To make it clearer, I was trying to make a static enemy statue that would fire projectiles. But at the moment I have no idea how I can implement this. Perhaps you have some ideas on how best to use this entity in this situation?
Well, it's hard to say without seeing it. Make sure that 'radius of attack' is set to zero. If you used an enemy action marker, make sure it's set to 'stand guard.'
I noticed that the "enemy launcher" entity does not increase the counter in the level statistics. As I noted earlier, at the levels of the mod there was such a situation that at the end of the level there were more killed enemies than indicated in the statistics.
It is possible that there are other reasons for a broken counter, but I definitely found one of them.
Ah, good catch! I found the issue as well. It's the music holder that handles enemy counts (for some reason). It counts enemy bases and enemy spawners, but not enemy launchers.
Pretty interesting. As usual, there was plenty of ammo and completing the levels was not that difficult (Difficulty - Serious)
In some arenas, you can completely win by shooting at opponents from afar (and not closer to the central zone, as is usually intended) and thus make it easier to pass. At the end of level 3, the green biomechanoid came out with a yellow health indicator. Some models (modelholder) do not have collision, although they look like they should have it. The grenade launcher's alternative fire is very powerful. It is worth considering making the number of alternative ammunition for the grenade launcher rarer. Once, an explosion of alternate grenade launcher shells launched the mammoth high into the air.
In general, I want to say that although on average the enemies have become stronger than in the original game, the number of items for the player makes the danger of the opponents not so high. I don't even know what is harder, the original game or the mod.
1) If I understand correctly, are there plans to introduce new types of ammunition for alternative fire? That is, for example, for a rocket launcher there will be not only standard rockets, but also rockets for alternative fire? And the same for other weapons. Am I right?
2) Should we expect full compatibility with Cecil's Classic Patch? We are talking about a problem with the rate of fire of weapons caused by the fix for this rate of fire from the mod and from the patch. The Classic Patch continues to be updated and very interesting new features appear. If a patch is released for the modification that will fix this problem, then this will be one of the best news.
3) On the maps I design, I use statues made from enemy models. At the moment, it's only Catman. Should we expect new models for any other enemies? The reason I ask is so that I don’t have to redo any of my ideas later.
1) Yes, there are plans to introduce new types of ammo.
2) I don't use Cecil's patch, so I don't really know what features I need to adapt to. If the fire rate is the only issue, then I could easily release an alternate version with the weapon fire rate adjusted. But I won't be doing that until the weapons are fully worked out.
3) No new enemy models are to be expected from now on.
The update has given me some thoughts and questions.
1) Now we have a sledgehammer. As I understand it, this is to make the player stronger at the beginning of the game. This makes Kleers less dangerous.
2) The new enemy models are very beautiful. But now, it seems to me, you shouldn’t spawn too many of them. How much will new quality models affect performance?
3) Huanman's attack seemed strange. Apparently it is used more for open spaces. In any case, the attack does not look dangerous. It is difficult for these projectiles to hit the player.
4) It's great that items have a size setting option. You can conveniently adjust the item if the size does not match the intended size.
5) With this update, Albino become weaker than Reptiloids (or at least equally dangerous). The reason is that reptilians have smaller and faster projectiles. For a reptilloid they give 5000 points, and for an albino - 7500. Will the reward change or remain the same?
6) One of the enemies from update 11 does not look dangerous. The Lazobar fires its projectiles towards the player, but if the player is constantly moving they never reach the player. Even head lasers are easy to dodge. You just need to go left or right. Additionally, the head explosion never reaches the player if they are moving. Perhaps I tested the enemy incorrectly somehow. Or is that how it was intended?
Edit: By the way, gnaars are very well balanced in this mod. But I remembered one classic enemy that lacks danger. Beheaded Firecracker. Even Rocketman feels stronger than a firecracker. I always felt like the developers should have made him a stronger enemy. What do you think about this?
Edit2: Noticed a problem on the "Serious" difficulty. Some enemies attack so often that they stop approaching the player. For example, red biomechanoid. This makes these opponents much less dangerous than on Hard difficulty.
2) They're not that higher in quality. The game has very little trouble rendering 1000 tris models.
3) The huanman isn't meant to be a super dangerous enemy. But its projectile is still fast, has homing qualities and boomerangs like the demon's fireball. They can still hit you if you're not careful. And the big one's projectile has a large hitbox. Though that one was more to make it easier to dodge their devastating melee attacks.
5) All I did with the albino is slow down their projectiles. Previously it was very difficult to deal with them in a larger fight. It still does 20 damage (which is 40 on serious) and the albino still has a lot of health. So I wouldn't say they're equal to reptiloids.
6) The Lazobar is essentially a lighter weight reptiloid. Do keep in mind, its projectiles are potentially eternal. If you don't take care of them quickly enough, they can really flood the battlefield. Sure, when you focus on them they're pretty easy to deal with, but once there are other enemies, they can easily sneak in a few hits.
7) I think the firecracker is still tougher than the rocketman. They shoot multiple projectiles. Sure they're easy to dodge, but when there are multiple of them, that can be difficult. But of course, the beheadeds are meant to be low tier cannon fodder. Still, the mod does increase their movement speed and attack distance, so they are ever so slightly less useless.
8) I wouldn't say they're less dangerous. It's the projectiles that make biomechs dangerous after all. That said, the reaction speed reduction might be a bit excessive.
I return to the question of the difficulty and balance of monsters. Found out some interesting things.
I have categorized the monsters as being able to move towards the player depending on the difficulty (Yes/slow and rare movement/No)
From my gaming experience, I will say that the further away the enemies are, the less dangerous they are. This is especially true for enemies such as the biomechanoid (red) due to the explosive projectiles. Surprisingly, on lower difficulties the danger from albinos and tanks increases due to their powerful close combat with good range. In addition, Catman becomes more of a ranged opponent on maximum difficulty.
This was my experiment. A red biomechanoid with the balance of the standard game (not a mod) would most likely kill the player more often in such situations. I tried to describe in more detail my thoughts about this balance.
Will the difficulty/monster balance remain the same? Or will something change?
Fine. As I understand it, it is this parameter that makes the balance so strange. The remaining parameters on normal and higher difficulties (except for movement speed) are similar to the original game. I note that sometimes when colliding at high speed, enemies lose a few hit points. Apparently this is due to the speed of 1.5. But this is no longer such a significant remark.
1) Is it possible to create an item with a custom model? We are talking about such items as ankhs or jaguars and so on. I have another model that I want to see as an item, but I can only choose from the existing ones in the list. Of course, there is a mod that has this feature - Advanced Monster Item Classes. But I'm not sure if it will work correctly in your mod.
2) Will there be any friendly characters in the future? Which could become part of the level's plot with some dialogue. Also, it would be a good idea to create allies to help in the fight against enemies. And also neutral creatures for the environment.
3) Some games/modifications allow you to select skins/models for weapons. Your mod uses new models for weapons. Will it be possible to switch from new models to standard ones and back?
4) What will the remaining 2 chapters be about that we don't know about yet? In addition to the planet Atlantis and Angkor.
5) Will there be new game modes in the modification? Survival, etc...
1) I'd love to figure out how to do custom items, because I don't know how to do it. But until then, if you have any specific models in mind, I can probably add them.
2) No friendly characters, at least not ones that actively participate in the fights. That's one of the things I dislike about later Sam games. The npc sidekicks. If they're too powerful, then they take away the action. If they're not powerful, then they're pointless. In SS2 they could be straight-up in the way and eat your shots. Neutral environmental npcs also feel pointless.
3) The thing is, a lot of the new models for weapons also change the weapon's mechanics. The shotguns are faster with tighter bullet spread, for example. Also the alt fire and stuff like that. Is the model switch going to affect those mechanics as well? I don't even know how to code such a thing.
4) Second episode will be deserty and middle-east inspired. But not Babylon or Egypt, more things like Petra, Wadi Rum, Quseir 'Amra. The fourth episode will be in space, with lots of wacky gravity.
5) I'd like to do new game modes, but I'm not all that invested in those things. If someone wants to do it, that'd be good, but it's unlikely I will bother with it. Edit: Extra deathmatch maps would be sick tho.
Hi, Jester. These are the items I would like to add to the item list. Essentially, the most suitable animation for them is SmallOscilation. Also, for the archive I have attached a video with effects and textures of effects for the key and treasures. If we can implement this too, it will be very cool!
It is also advisable to maintain the dimensions. From the smallest (key) to the largest (armor)
Note: These are all the items I wanted to add (I think that's all). If you're interested, these are all the items that I'm developing for the new campaign.
Quick question: Do you want the player to be able to carry multiple of these? Because for most key items, you can only carry one at a time, but it's possible to let the player carry multiple. Doors are just going to work differently (with single carry key items, you can set the 'key' function on the door, but multi-carry keys don't register like that).
Edit: Also, one of the items (a helmet) has multiple parts. I'm not sure if that's possible with an item. Edit2: Here they are as functional key items (except the multipart helmet). Do you want them to display some specific name. Right now they're all just generic "shield," "sword," "armor." Do you want them to be more specific like "Centurion's Helmet" or something?
About carrying objects. Sometimes, there will be places, for example, where you need to collect 3 swords to open a door. But usually, to complete part of the level you need to collect different types of treasures, 1 item each, or just 1 treasure. So, I'm more in favor of the player being able to carry several of the same items. But at the same time, so that the situation where you need to collect different items is not disrupted.
About the names of the items. I agree that there needs to be a more specific name for the item. Unfortunately, I do not have information about a more precise name for the item. You can settle on what they will be called, for example, an Ancient Greek Sword and so on. This way there should be no conflict between other swords (if there are any) and the rest of the items.
In total, 2 types of helmets were conceived. I see that the problem is with the first type. One person helped me create a single model (from one part) and I am ready to give it to you so that the item works correctly. This model has its own rotation animation. I hope this won't be too much trouble. If anything, you can do regular animation for it like other items, if possible.
Okay, I'm gonna make the stackable. Just keep in mind, that will require the mapper to use triggers to activate door controllers, as opposed to its built-in key function. Which is functionally the same anyway.
1) The best option is to use the Earthsculptor program. Once the landscape is ready, you will need to export it as height maps. It is important that the image size must be a multiple of 2. After this, in a serious editor you need to create a terrain and import this height map. You can also adjust the size, height and other parameters of the landscape during the terrain creation process.
2) A worse option. Create a terrain from a brush with many polygons (Serious Editor). In the vertex selection mode (vertex mode - symbol '.' on keyboard), drag the required vertices under the shape that is intended in the map.
3) Create a mountain model in some model editor (For example, Blender). Transfer it to a SeriousModeler and save it in mdl format. Use the modelholder entity to place the model on the level. This method is good if the mountain is somewhere far away and the player does not need to get to this place.
Yes. And always the first option from those I described above. Using the Earthsculptor program. I’ll give you pictures from a level that was abandoned in development.
wooooow , man its wonderfull , i cant do 1% like that :D , i think is hard to do that , the problem i cant find video that teach me how to make a proffesional mountains like that
This video is in Russian, but it is possible to enable automatic subtitles in English. I think this video has enough information to help with your question.
There is also a Russian-speaking community. After going to the site, click on Discord in the top menu. After this, there will be a transition to discord, where they can help with questions in English.
1) If I'm still on update 10, is it enough to drop the new files into the folder? It's just that there are already quite a lot of files in the existing folder that I created. This is a folder with source files.
2) An enemy such as a cyborg can be given a different color of projectiles, different from those of a biomechanoid. This is a small thing, but it will give the player more understanding of who is attacking him, as well as a nice variety.
3) Is it possible to create a spawner that creates enemies depending on the player's position? This would help in situations where there is a group of enemies, but they shouldn't spawn right in front of the player. I showed this in the picture where the spawners are marked in green (Spawns 2 enemies, not 4 enemies as it might seem). This idea came to me from another game - Will Rock. There is such a spawn system. I wanted to offer it because I’m porting maps from this game. Maybe you will be interested in this idea.
4) Will there be bonuses for the player that will be activated not by selection, but by pressing a hotkey? That is, bonuses that can be used at any time, like ammunition.
5) Is it possible to create a full-fledged boss using the essence - CEC (Custom Enemy Collision). Does it work better against static enemies? Or is it also suitable for moving enemies? How limited in capabilities will such opponents be compared to standard ones that do not belong to this entity?
6) Will there be only one model for the Entity Enemy Projectile? That is, the projectile of Mordechai the Summoner. Or perhaps there will be more?
7) Is it possible to customize fall damage? If not, will there be such a setting when creating a level? It seems to me that the fall damage is quite low. And at a certain height it does not increase.
8) Is it possible to customize damage for sector content? Let's say I want to have 100 damage per second or 10 damage per 0.1 second. At the moment there is no detailed way to configure this.
1) The folders that need to be replaced or added are listed, so you can just follow those. Everything else is likely unchanged.
3) This sounds like something that could be done with the watcher entity. Basically, the spawners you get close to are deactivated by the watcher, while the further ones are activated.
4) What kind of bonuses? Like gadgets in SS4? The Serious Bomb?
5) Yes, that is exactly what it was originally built for. It's limited, in that you will have to do a lot with triggers, but a lot is doable.
6) There is only one option for the enemy projectile. It uses the same entity that Mordecai uses and that one has only one kind of look. But if I ever figure out how to add more, I might do it.
7) Fall damage is all kinds of weird. If I remember correctly, the only customizable thing about it is, having it turned off for certain polygon types (standard no impact, for example).
8) That kind of information is contained within the sector type. It's probably possible to have it be customizable, but that would require programming a whole new option into an intrinsic property, which would probably break a lot of things in the process.
3) Yes, that sounds good. But I checked what can be implemented using teleporter spawners, so as not to take into account extra enemies for statistics that will not spawn. The screenshot above shows approximately how it was intended by me.
4) It would be nice to see classic power-ups as pick-up items like a Serious Bomb (Max ammo - 3, but you can try changing the limit for other power-ups). Serious Damage, Serious Speed, Invulnerabilty.
But if it were possible to come up with new portable power-ups/gadgets including these, it would be cool. (This is a more difficult option)
At a minimum, they can be made simply by picking up things lying in hard-to-reach/secret places on the map.
But it can also be given as a reward, give the opportunity to purchase, etc. (This is a more difficult option)
6) It would be cool to see enemy projectiles like various cocoons like in Serious Sam 2... or anything else.
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.
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.
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
I might have figured out the reason why weapons speed up with Cecil's patch. I think their patch might have the weapon slow down bug fixed and that gets added to my fix. You see, the weapon slow down bug happens due to floating point imprecision; The way certain weapons' fire rate and the game's tick rate is calculated, causes those weapons to slow down after about an hour. The game's engine has an epsilon value, that gets added when those weapons fire, to counteract floating point imprecision. But the imprecisions eventually add up anyway, causing the weapon to slow down.
This can be fixed by raising the epsilon value, which I sort of did, by subtracting slightly from these weapons' fire rate. Which makes them ever so slightly faster, but also fixes the bug. Cecil's mod might have also raised the epsilon value, to counteract the bug. The two changes to add up and the gun speeds up.
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.
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.
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:
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.
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 (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?
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.
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.
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You can do that here.
I don't know if I'm finding the right one. The modeler can't open these files, because they're in some specific dds format. And even it could, they all seem to be mostly transparent for some reason.
I do have irfanview. It can't open them.
I did download Paint.net to open them, but there are like 2000 files and they're not properly named.
Oh, that's very nice!
I got an error loading a new level.
Class 'CGhoul' not found in entity class package file 'Bin/EntitiesMP.dll'.
I downloaded the new version and dropped it into the mods folder with the files replaced.
But as I see, other people have the level loaded. Apparently I don't know how to update correctly.
I don't know what's going on there. The class file is in the download and the class itself has been added quite some time ago.
I installed it incorrectly. When unpacking, I had 2 folders with the mod because the old folder had the same name. And so I installed the old version, thinking that it was the new one. So, everything is fine and there is no error.
Update 22 lacks new particle functions for the Beam entity and a ModelsF/Enemies/Mental/Mental.h file for the Mental entity.
I appreciate the separation of files. I hope whenever there’s a new update, it lists which files specifically have been updated. Or even better - append an update version to each file link like “(Update 22)” to know exactly when the last change happened.
Also, coop players spawn inside walls in The Final Encounter level.
Oh, I knew I'd forget something. They've been added now.
Yeah, The Final Encounter is still in the very early stages.
I tried to start the Angkor chapter, but I keep getting this error.
Cannot preload TexturesF\AI\Misc\Obsidian1.tex: Cannot open file `C:\Program Files (x86)\Steam\steamapps\common\Serious Sam Classic The Second Encounter\TexturesF\AI\Misc\Obsidian1.tex' (No such file or directory) ()
Cannot start game:
Cannot find substitution for "TexturesF\AI\Misc\Obsidian1.tex"
Alright, download it again and try it now.
It works. Thank you.
ParametricParticles
Well, that's parametric particles. That was made by Serious Alexej. I probably packed something wrong.
I noticed this in the latest version. Before this, there was no such error.
I found a problem that if you pack the map not in the source folder, then autogro will not pack the map. I tried to pack the level which is located in: Serious Sam TSE/Mods/TheSequel/Levels. And also textures and other things that are located in the folder with the mod. Autogro can pack what is located in the game folder, not in the mod folder. I haven't updated the large source folder for a long time and I don't know how to do it correctly now, but only with this folder I could successfully pack the level. Any tips on how to properly pack levels for a mod?
I have no idea, honestly. Had troubles packing myself. But I will try Dreamy GRO, that Cecil linked below. Apparently that's able to pack mods.
Hey, I saw that you made a map for the mod. Really appreciate the extra content.
Wow. Thanks. I'm busy for now and will be back in November to create new levels. And by the way, I heard that you were busy too. It's interesting to know when the new update will be released.
A pretty big update is coming tomorrow-ish.
Hey, if you want some help with packing mod files to reduce the unpacked size and to get rid of unnecessary files, you can use my Dreamy GRO application. I just released an update for it that supports mods and all kinds of files (even DLL). I have a short wiki page for it as well, if you have questions about it, or you can just ask me.
But I must warn you that it’s not perfect and might miss some files in specific circumstances, so I recommend testing new updates on clean game installations before releasing them.
I do want to pack the mod into gro properly, if not for size but for organization. Although last time I tried it tried looking for stuff in the main game folder instead of the mod. Perhaps I did something wrong, or certain changes have allowed that to happen since.
Sad to report that Cerberus and PlayerWeapons still have conflicts with property and component IDs. Only Mamut has been fixed.
Oops, sorry about that. I have added them now.
Where could I submit potential fixes to the code if I happen to find bugs?
Meanwhile, I found a few duplicate IDs in classes that I recommend to renumber:
Right here, or on Discord. I don't know, where do you usually submit these things? People usually just tell me the issue in the comments.
Good catch on those. How have those not caused any problems?
Usually (as in never, but if I ever had to) I’d just create a pull request on GitHub, but since the code isn’t in any repository, I guess I could send them here.
If I end up sending entire files, you’ll have to make sure not to overwrite your own changes that aren’t in the latest sources yet. I always prefix comments before my changes with [Cecil] in the beginning, so maybe you could look those up.
Regarding the IDs, it would only cause problems if there were any collisions. Properties are usually identified by both ID and type, so because those properties had different types, it was fine.
As for the component, the issues it currently has are (1) inability to precache it and (2) it would always play the previous sound because it’s always found first. If it was something else (e.g. a model), it would’ve caused crashes when it expects one type but ends up finding another under the same ID.
Hey Cecil, I hope you can help out with this. I'm developing an entity for laser beam type particle effects and I just can't get it to interact with triggers. So far it can be activated and deactivated manually in the editor, but not with a trigger set to "activate/deactivate event" as it's supposed to.
The entity in question.
If you only intend on toggling particle effects without any logic surrounding them, you can remove Active() and Inactive() procedures entirely and replace this block:
With this:
Sadly, this is still not working.
Hello, I like what you’re doing here, just awesome. However, I have a major problem with the way it’s packaged, more specifically the source files.
What is the point of packing the entire development folder with literally thousands of Alpha, TFE and TSE resources? I have tried building the mod myself and all I needed is to copy EntitiesMP and GameMP folders on top of the clean SDK (and some folders with model headers).
If you can, please start packing the source code very minimally.
(1) Firstly, please remove everything other than .h files from AREP, Models, ModelsF and ModelsMP under Sources. It can be done manually by searching under each folder in explorer using “NOT type:h NOT kind:=folder” query (no quotes) and then pressing Ctrl+A to select all files and deleting them.
(2) Secondly, you may also want to delete Debug and Release build folders from EntitiesMP and GameMP because the files in there are generated each time you build the source code anyway.
(3) Thirdly, you probably only want to pack EntitiesMP, GameGUIMP, GameMP, AREP, Models, ModelsF and ModelsMP folders from Sources. But, if you’re really worried about forgetting something or just too lazy to do it, just pack the Sources folder alone.
From my testing, you can simply place the release files on top of the sources and the mod that you build yourself works as intended.
And finally, if you still wish to share all the development resources for some reason, just pack them separately and please get rid of the vanilla assets that are already in SE1_00.gro.
P.S. The current source files lack the HiveBrain entity. In fact, there are absolutely no changes to the code since Update 16 from what I can see.
Hey, thanks for the feedback. You are right, the way the folders are currently packaged is a bit messy. I was planning to tidy it up, but I wasn't sure what to include or exclude.
When do you need the tidied up source code? Because I was planning on releasing a new update these next few days and I can sort it out by for it.
I can wait, I don’t need it for anything in particular right now.
I have tidied up the source files, can you make sure it works?
Also, I remembered why it was done this way. (Well, beyond just me not knowing what I'm doing.) Originally, the mod's editor didn't work, so if anyone wanted to develop maps for it, they needed the whole package. But that seems to have been fixed now (still not 100% sure), so it's not necessary anymore.
Everything seems to work well. Through you still left .ini files beside the headers, which aren’t needed by models in code. Croteam left them too and I don’t know why.
Yeah, I wasn't sure about those. I ended up leaving them just in case there was a reason for them being there.
File missing
Ah fuck!
I wanted to offer a new entity option - WatchPlayers. There is a problem that this entity always sees 360 degrees. Because of this, I can't properly create a shooting statue/turret. I propose to make a visibility angle indicator from 0 to 360 degrees for different situations. Well, or another similar entity.
I don't know, I feel like that kinda thing can be done with just touch fields. Unless I'm missing something.
Yes it is. But this method will create extra entities on the level. Moreover, in the cooperative mode of the game there will be problems, because several players will cross all the fields and thus disable the Watchplayers entity.
I can test some stuff, particularly continued compatibility with the game running through the Proton tool for Linux.
That'd be great.
Is there a Discord or something that I can join?
Not one specific to the mod, but this server a thread for the mod. (In the workshop section.)
So, I tried creating a simple room in the editor with a few enemies and saving it. And it worked for me.
As for the controls, I changed one button. Y - Netricsa. And this also works and is saved when the mod is restarted.
I don't know if one problem was mentioned. If you click on the alternate fire, but then quickly click on the main fire, the weapon will still fire the alternate fire.
To tell the truth, I’m already used to working in the editor, in the folder where the sources are. It’s just that all the necessary files for my levels are already there and I’m too lazy to change them again.
By the way, I lost the ability to use “Custom enemy collision” entity for statues. Previously I could use this collision for stationary models. Now, when you try to put this entity in the same place where the statue is, this entity begins to move somewhere to the side. To make it clearer, I was trying to make a static enemy statue that would fire projectiles. But at the moment I have no idea how I can implement this. Perhaps you have some ideas on how best to use this entity in this situation?
Well, it's hard to say without seeing it. Make sure that 'radius of attack' is set to zero. If you used an enemy action marker, make sure it's set to 'stand guard.'
hi , when i downloaded last Update , there is some errors when i want to put double shotgun and rocket launcher on my map and its ammo , there is
this is for Rocket launcher
and this for double shotgun , i deleted the old modelsF and i put the last Update , it seems the SGG and HR files not exist
Oops, I have added them now.
ahhhh , why this ?
Forgot to update the links, lol.
I noticed that the "enemy launcher" entity does not increase the counter in the level statistics. As I noted earlier, at the levels of the mod there was such a situation that at the end of the level there were more killed enemies than indicated in the statistics.
It is possible that there are other reasons for a broken counter, but I definitely found one of them.
Ah, good catch! I found the issue as well. It's the music holder that handles enemy counts (for some reason). It counts enemy bases and enemy spawners, but not enemy launchers.
By the way, next two levels of the first episode are finished and ready for testing. Be sure to replace all the files.
https://mega.nz/file/2GBTzJQR#4_5U27TetTx_T-FdQ3L3buGz3ZspQJoJv72skrQFcPU
Pretty interesting. As usual, there was plenty of ammo and completing the levels was not that difficult (Difficulty - Serious)
In some arenas, you can completely win by shooting at opponents from afar (and not closer to the central zone, as is usually intended) and thus make it easier to pass. At the end of level 3, the green biomechanoid came out with a yellow health indicator. Some models (modelholder) do not have collision, although they look like they should have it. The grenade launcher's alternative fire is very powerful. It is worth considering making the number of alternative ammunition for the grenade launcher rarer. Once, an explosion of alternate grenade launcher shells launched the mammoth high into the air.
In general, I want to say that although on average the enemies have become stronger than in the original game, the number of items for the player makes the danger of the opponents not so high. I don't even know what is harder, the original game or the mod.
Can you confirm if the issue around player options resetting has been fixed and that the editor is working?
Edit: Also, apparently multiplayer is broken now.
1) If I understand correctly, are there plans to introduce new types of ammunition for alternative fire? That is, for example, for a rocket launcher there will be not only standard rockets, but also rockets for alternative fire? And the same for other weapons. Am I right?
2) Should we expect full compatibility with Cecil's Classic Patch? We are talking about a problem with the rate of fire of weapons caused by the fix for this rate of fire from the mod and from the patch. The Classic Patch continues to be updated and very interesting new features appear. If a patch is released for the modification that will fix this problem, then this will be one of the best news.
3) On the maps I design, I use statues made from enemy models. At the moment, it's only Catman. Should we expect new models for any other enemies? The reason I ask is so that I don’t have to redo any of my ideas later.
1) Yes, there are plans to introduce new types of ammo.
2) I don't use Cecil's patch, so I don't really know what features I need to adapt to. If the fire rate is the only issue, then I could easily release an alternate version with the weapon fire rate adjusted. But I won't be doing that until the weapons are fully worked out.
3) No new enemy models are to be expected from now on.
The update has given me some thoughts and questions.
1) Now we have a sledgehammer. As I understand it, this is to make the player stronger at the beginning of the game. This makes Kleers less dangerous.
2) The new enemy models are very beautiful. But now, it seems to me, you shouldn’t spawn too many of them. How much will new quality models affect performance?
3) Huanman's attack seemed strange. Apparently it is used more for open spaces. In any case, the attack does not look dangerous. It is difficult for these projectiles to hit the player.
4) It's great that items have a size setting option. You can conveniently adjust the item if the size does not match the intended size.
5) With this update, Albino become weaker than Reptiloids (or at least equally dangerous). The reason is that reptilians have smaller and faster projectiles. For a reptilloid they give 5000 points, and for an albino - 7500. Will the reward change or remain the same?
6) One of the enemies from update 11 does not look dangerous. The Lazobar fires its projectiles towards the player, but if the player is constantly moving they never reach the player. Even head lasers are easy to dodge. You just need to go left or right. Additionally, the head explosion never reaches the player if they are moving. Perhaps I tested the enemy incorrectly somehow. Or is that how it was intended?
Edit: By the way, gnaars are very well balanced in this mod. But I remembered one classic enemy that lacks danger. Beheaded Firecracker. Even Rocketman feels stronger than a firecracker. I always felt like the developers should have made him a stronger enemy. What do you think about this?
Edit2: Noticed a problem on the "Serious" difficulty. Some enemies attack so often that they stop approaching the player. For example, red biomechanoid. This makes these opponents much less dangerous than on Hard difficulty.
2) They're not that higher in quality. The game has very little trouble rendering 1000 tris models.
3) The huanman isn't meant to be a super dangerous enemy. But its projectile is still fast, has homing qualities and boomerangs like the demon's fireball. They can still hit you if you're not careful. And the big one's projectile has a large hitbox. Though that one was more to make it easier to dodge their devastating melee attacks.
5) All I did with the albino is slow down their projectiles. Previously it was very difficult to deal with them in a larger fight. It still does 20 damage (which is 40 on serious) and the albino still has a lot of health. So I wouldn't say they're equal to reptiloids.
6) The Lazobar is essentially a lighter weight reptiloid. Do keep in mind, its projectiles are potentially eternal. If you don't take care of them quickly enough, they can really flood the battlefield. Sure, when you focus on them they're pretty easy to deal with, but once there are other enemies, they can easily sneak in a few hits.
7) I think the firecracker is still tougher than the rocketman. They shoot multiple projectiles. Sure they're easy to dodge, but when there are multiple of them, that can be difficult. But of course, the beheadeds are meant to be low tier cannon fodder. Still, the mod does increase their movement speed and attack distance, so they are ever so slightly less useless.
8) I wouldn't say they're less dangerous. It's the projectiles that make biomechs dangerous after all. That said, the reaction speed reduction might be a bit excessive.
I return to the question of the difficulty and balance of monsters. Found out some interesting things.
I have categorized the monsters as being able to move towards the player depending on the difficulty (Yes/slow and rare movement/No)
From my gaming experience, I will say that the further away the enemies are, the less dangerous they are. This is especially true for enemies such as the biomechanoid (red) due to the explosive projectiles. Surprisingly, on lower difficulties the danger from albinos and tanks increases due to their powerful close combat with good range. In addition, Catman becomes more of a ranged opponent on maximum difficulty.
This was my experiment. A red biomechanoid with the balance of the standard game (not a mod) would most likely kill the player more often in such situations. I tried to describe in more detail my thoughts about this balance.
Will the difficulty/monster balance remain the same? Or will something change?
I'm actually thinking of removing the reaction time modifier entirely.
Fine. As I understand it, it is this parameter that makes the balance so strange. The remaining parameters on normal and higher difficulties (except for movement speed) are similar to the original game. I note that sometimes when colliding at high speed, enemies lose a few hit points. Apparently this is due to the speed of 1.5. But this is no longer such a significant remark.
1) Is it possible to create an item with a custom model? We are talking about such items as ankhs or jaguars and so on. I have another model that I want to see as an item, but I can only choose from the existing ones in the list. Of course, there is a mod that has this feature - Advanced Monster Item Classes. But I'm not sure if it will work correctly in your mod.
2) Will there be any friendly characters in the future? Which could become part of the level's plot with some dialogue. Also, it would be a good idea to create allies to help in the fight against enemies. And also neutral creatures for the environment.
3) Some games/modifications allow you to select skins/models for weapons. Your mod uses new models for weapons. Will it be possible to switch from new models to standard ones and back?
4) What will the remaining 2 chapters be about that we don't know about yet? In addition to the planet Atlantis and Angkor.
5) Will there be new game modes in the modification? Survival, etc...
1) I'd love to figure out how to do custom items, because I don't know how to do it. But until then, if you have any specific models in mind, I can probably add them.
2) No friendly characters, at least not ones that actively participate in the fights. That's one of the things I dislike about later Sam games. The npc sidekicks. If they're too powerful, then they take away the action. If they're not powerful, then they're pointless. In SS2 they could be straight-up in the way and eat your shots. Neutral environmental npcs also feel pointless.
3) The thing is, a lot of the new models for weapons also change the weapon's mechanics. The shotguns are faster with tighter bullet spread, for example. Also the alt fire and stuff like that. Is the model switch going to affect those mechanics as well? I don't even know how to code such a thing.
4) Second episode will be deserty and middle-east inspired. But not Babylon or Egypt, more things like Petra, Wadi Rum, Quseir 'Amra. The fourth episode will be in space, with lots of wacky gravity.
5) I'd like to do new game modes, but I'm not all that invested in those things. If someone wants to do it, that'd be good, but it's unlikely I will bother with it. Edit: Extra deathmatch maps would be sick tho.
Hi, Jester. These are the items I would like to add to the item list. Essentially, the most suitable animation for them is SmallOscilation. Also, for the archive I have attached a video with effects and textures of effects for the key and treasures. If we can implement this too, it will be very cool!
It is also advisable to maintain the dimensions. From the smallest (key) to the largest (armor)
https://drive.google.com/file/d/1IlCotrQxuofqXurbpUWlnz8yhqnesKOA/view?usp=shari...
Note: These are all the items I wanted to add (I think that's all). If you're interested, these are all the items that I'm developing for the new campaign.
Quick question: Do you want the player to be able to carry multiple of these? Because for most key items, you can only carry one at a time, but it's possible to let the player carry multiple. Doors are just going to work differently (with single carry key items, you can set the 'key' function on the door, but multi-carry keys don't register like that).
Edit: Also, one of the items (a helmet) has multiple parts. I'm not sure if that's possible with an item.
Edit2: Here they are as functional key items (except the multipart helmet). Do you want them to display some specific name. Right now they're all just generic "shield," "sword," "armor." Do you want them to be more specific like "Centurion's Helmet" or something?
About carrying objects. Sometimes, there will be places, for example, where you need to collect 3 swords to open a door. But usually, to complete part of the level you need to collect different types of treasures, 1 item each, or just 1 treasure. So, I'm more in favor of the player being able to carry several of the same items. But at the same time, so that the situation where you need to collect different items is not disrupted.
About the names of the items. I agree that there needs to be a more specific name for the item. Unfortunately, I do not have information about a more precise name for the item. You can settle on what they will be called, for example, an Ancient Greek Sword and so on. This way there should be no conflict between other swords (if there are any) and the rest of the items.
In total, 2 types of helmets were conceived. I see that the problem is with the first type. One person helped me create a single model (from one part) and I am ready to give it to you so that the item works correctly. This model has its own rotation animation. I hope this won't be too much trouble. If anything, you can do regular animation for it like other items, if possible.
https://drive.google.com/file/d/1eABe1QI_GVo2J2NjDpnxLejJ5sAAgfBK/view?usp=shari...
Okay, I'm gonna make the stackable. Just keep in mind, that will require the mapper to use triggers to activate door controllers, as opposed to its built-in key function. Which is functionally the same anyway.
how can i make a mountains ? Professionally ?
1) The best option is to use the Earthsculptor program. Once the landscape is ready, you will need to export it as height maps. It is important that the image size must be a multiple of 2. After this, in a serious editor you need to create a terrain and import this height map. You can also adjust the size, height and other parameters of the landscape during the terrain creation process.
2) A worse option. Create a terrain from a brush with many polygons (Serious Editor). In the vertex selection mode (vertex mode - symbol '.' on keyboard), drag the required vertices under the shape that is intended in the map.
3) Create a mountain model in some model editor (For example, Blender). Transfer it to a SeriousModeler and save it in mdl format. Use the modelholder entity to place the model on the level. This method is good if the mountain is somewhere far away and the player does not need to get to this place.
Thanks man , did you previously make a mountains ?
Yes. And always the first option from those I described above. Using the Earthsculptor program. I’ll give you pictures from a level that was abandoned in development.
wooooow , man its wonderfull , i cant do 1% like that :D , i think is hard to do that , the problem i cant find video that teach me how to make a proffesional mountains like that
SeriousSite.ru
There is also a Russian-speaking community. After going to the site, click on Discord in the top menu. After this, there will be a transition to discord, where they can help with questions in English.
I noticed that it is worth putting the original gro-files in the folder with the source files. Otherwise, Autogro will pack with an error.
I have a questions.
1) If I'm still on update 10, is it enough to drop the new files into the folder? It's just that there are already quite a lot of files in the existing folder that I created. This is a folder with source files.
2) An enemy such as a cyborg can be given a different color of projectiles, different from those of a biomechanoid. This is a small thing, but it will give the player more understanding of who is attacking him, as well as a nice variety.
3) Is it possible to create a spawner that creates enemies depending on the player's position? This would help in situations where there is a group of enemies, but they shouldn't spawn right in front of the player. I showed this in the picture where the spawners are marked in green (Spawns 2 enemies, not 4 enemies as it might seem). This idea came to me from another game - Will Rock. There is such a spawn system. I wanted to offer it because I’m porting maps from this game. Maybe you will be interested in this idea.
4) Will there be bonuses for the player that will be activated not by selection, but by pressing a hotkey? That is, bonuses that can be used at any time, like ammunition.
5) Is it possible to create a full-fledged boss using the essence - CEC (Custom Enemy Collision). Does it work better against static enemies? Or is it also suitable for moving enemies? How limited in capabilities will such opponents be compared to standard ones that do not belong to this entity?
6) Will there be only one model for the Entity Enemy Projectile? That is, the projectile of Mordechai the Summoner. Or perhaps there will be more?
7) Is it possible to customize fall damage? If not, will there be such a setting when creating a level? It seems to me that the fall damage is quite low. And at a certain height it does not increase.
8) Is it possible to customize damage for sector content? Let's say I want to have 100 damage per second or 10 damage per 0.1 second. At the moment there is no detailed way to configure this.
1) The folders that need to be replaced or added are listed, so you can just follow those. Everything else is likely unchanged.
3) This sounds like something that could be done with the watcher entity. Basically, the spawners you get close to are deactivated by the watcher, while the further ones are activated.
4) What kind of bonuses? Like gadgets in SS4? The Serious Bomb?
5) Yes, that is exactly what it was originally built for. It's limited, in that you will have to do a lot with triggers, but a lot is doable.
6) There is only one option for the enemy projectile. It uses the same entity that Mordecai uses and that one has only one kind of look. But if I ever figure out how to add more, I might do it.
7) Fall damage is all kinds of weird. If I remember correctly, the only customizable thing about it is, having it turned off for certain polygon types (standard no impact, for example).
8) That kind of information is contained within the sector type. It's probably possible to have it be customizable, but that would require programming a whole new option into an intrinsic property, which would probably break a lot of things in the process.
3) Yes, that sounds good. But I checked what can be implemented using teleporter spawners, so as not to take into account extra enemies for statistics that will not spawn. The screenshot above shows approximately how it was intended by me.
4) It would be nice to see classic power-ups as pick-up items like a Serious Bomb (Max ammo - 3, but you can try changing the limit for other power-ups). Serious Damage, Serious Speed, Invulnerabilty.
But if it were possible to come up with new portable power-ups/gadgets including these, it would be cool. (This is a more difficult option)
At a minimum, they can be made simply by picking up things lying in hard-to-reach/secret places on the map.
But it can also be given as a reward, give the opportunity to purchase, etc. (This is a more difficult option)
6) It would be cool to see enemy projectiles like various cocoons like in Serious Sam 2... or anything else.
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.
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
I might have figured out the reason why weapons speed up with Cecil's patch. I think their patch might have the weapon slow down bug fixed and that gets added to my fix. You see, the weapon slow down bug happens due to floating point imprecision; The way certain weapons' fire rate and the game's tick rate is calculated, causes those weapons to slow down after about an hour. The game's engine has an epsilon value, that gets added when those weapons fire, to counteract floating point imprecision. But the imprecisions eventually add up anyway, causing the weapon to slow down.
This can be fixed by raising the epsilon value, which I sort of did, by subtracting slightly from these weapons' fire rate. Which makes them ever so slightly faster, but also fixes the bug. Cecil's mod might have also raised the epsilon value, to counteract the bug. The two changes to add up and the gun speeds up.
Yes, I saw such a feature in the list of changes to the classic patch, but I didn’t think to report this detail. Will there be any way to fix this?
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.
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.
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?
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.