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Hi great mod.

Could you integrate this with dreamy cecils classics patch? So we can read the netricsa entries at 1440p/4k. 

Too small to read currently on my monitor. ClassicsPatch fixes this, but doesn't work with the mod because it has custom .dlls.

I asked on his github if there's a way to force enable the feature from the patch, but seems not and has to be integrated by the mod author to work.

His advanced hud mod would also be good to integrate as would help resolve your too many ammo boxes issue a bit, since it has better scaling and lets you hide ammo types that you have depleted. Would also be nice to have the high score hidden since thats superfluous, and the flashing netricsa message box as it's quite annoying.

The problem is that Cecil's patch does some integral things very differently and I don't know how to work with it.

It's also probably better to finish the mod itself first, before porting it to different setups.

Hi, when are you planning a new update because I see it's been a while since the last one?

Have been focusing on another project. Beyond that, the Atlantis levels will be getting an update some time.

Hey, what do you think about adding an ability to the shotgun that allows it to spin on an alternate attack, increasing its rate of fire like an automatic shotgun?

The levels need to be balanced, starting with fungal caves, especially aquarium city and the level before it

I haven't started playing yet, I just downloaded it. I watched a cinematic introduction in the main menu loading and boi, absolute cinema! Promises lot to be the best Serious Sam TSE mod. <3

Good to see this still going strong.

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Back to building the sources again and I have a few new issues:

  1. You seem to have placed these files in the wrong folder when updating the sources package for Update 31.

  2. ModelsF/Items/Ammo/Bolts/Bolts.h file is included in AmmoItem.es but it doesn’t exist in the package and nothing from it is used in the source code anyway.

  3. PlayerWeapons.es is still using constants starting with KNIFE_, despite there not being any. Models/Weapons/Knife/Knife.h has all constants start with SLEDGEHAMMER_.

  4. Several enemies have the wrong names for model constants, such as animations and collision boxes, for example:

  • ANT_ANIM_BLOCKWOUND instead of ANT_ANIM_BlockWound
  • CATMAN_COLLISION_BOX_PART_NAME instead of CATMAN_COLLISION_BOX_DEATH

Classes with this problem: Ant.es, Catman.es, Cyclops.es, Grunt.es, Mamutman.es, Monkey.es, Scorpion.es.

(+1)

Hey, thanks for looking out. Most of these I have fixed already, I just forgot to add the updated files. The source has been fixed now.

Builds fine now.

Missing the new particles code for Update 32.

(+1)

Oops, sorry it should be good now.

Hello, I am very glad that a new update has been released. I wanted to say that besides what I showed in the discord, I am working on another campaign (for Egypt lovers)

I noticed one problem. For some reason I didn't see any new models/animations for the enemies you listed in the update description. Also, for some reason, new features were not added to the enemies that were supposed to appear.

I don't understand what could have gone wrong, because I updated it by replacing all the files (the entire mod folder).

Sorry. Everything is fine. I just made a mistake in the update. I still get confused in the folders. You have an old folder "Mods" and I first copied it with the replacement of files.  "TheSequel" - This is the folder you need.

Perhaps this information will be useful to someone, if suddenly someone has a problem like me.

Deleted 174 days ago

4th episode will not involve going to Sirius, nor Sky City. I have other plans. As for vehicles, I thought about it, but I wasn't impressed by them in SS2 and I have no idea how to code something like that, anyway.

(1 edit) (+1)

Well, I updated the mod. Also checked all the levels.

Chapter 3 - Planet Atlantis. Levels 1-4 cause the game to crash a second after launching. There are no crashes in the start menu (NETRICSA). And everything is fine with the other levels. Let me remind you that I can’t say exactly what the error is, because there are no errors in the console when starting the level.

Did you update the Atlantis levels? There have been a few updates for those as well.

Thanks for mentioning the update. Everything is fine now. Looking forward to new updates!

Well, I have a situation where I haven't updated the mod for a long time. And I want to know what is the best way to proceed. I think I'm on update 22.

I noticed one strange thing. I can easily launch any level in the editor, but in the game they crash. Moreover, I can't say what the error is. The game crashes after one second when starting a level. If you look at the console, there are no errors. But this only occurs at your levels. This is such a weird situation.

I would also like to say about one thing that can make the mod much more interesting. 

I think you know very well that in Serious Sam 2 there were items that give points to the score, and this gives an extra life. In Serious Sam 4, the developers added upgrades and gadgets. I thought about it and realized the problem that the levels needed something that would allow the player to wander around them more and look for something useful. This will encourage players to look for secrets and explore the level in more detail rather than rushing through it. If there was such a feature in the game, then I would probably be able to find almost all the secrets with great interest. At the moment, on the contrary, I find a smaller part of the secrets. Ideally, this should provide replayability and different play styles.

If you're that far behind, then the issue is likely something outdated, or assets conflicting. The best way to proceed is to get the latest update and replace everything. If you get the issue after that, then I might be able to help.

There already are secrets, that encourage exploration. I really don't see the point of score items, since points don't do anything in the game. A life system would be too much hassle and everybody hates lives systems nowadays, anyway. And I kinda hate SS4's upgrades and gadgets system too, so that's definitely not happening. Secrets are a mapper's responsibility to make it worth looking for them. Or making a map that relies more on exploration. I'm not good with making secrets and I prefer classic gameplay, so that's what I'm going to make.

Okay. I understand that implementing such ideas is quite a difficult task. Well, that means my levels will also have classic gameplay, but I will try to create more unusual situations.

CaptainPelmen, are you going to finish your mappack soon?

It's hard to say about the release date, even approximately. I have problems in my life now and this is greatly slowing down the process of creating levels. I also make other levels for another mappack. I can say with absolute certainty that you shouldn’t expect any new work from me in the near future.

I've been playing this mod for over six months, and it's amazing! This inspired me to create my own levels for this mod.

Can I share the disadvantages of this mod?

Yes, of course!

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Perhaps there are a minor disadvantages among the enemies, but:

1. There is no HD textures for Mantaman and Dragonman, I mean, there are some flaws for Alpha enemies.
2. Gnaar Boomer doesn't have any limbs/debrises when dismembered like the others gnaars. (Dragonman too)

I just think that the mantaman looks good as is. It's got a nice alien design, with good animations, that's not really asking for an improvement. I didn't feel like putting in the effort to redo it as is. (Also, its wings seem like an arse to animate.)

I don't know what's going on with the gnaar boomer. It's literally the same code as the others.

The dragonman is kind of irrelevant, since the devil stallion can already be considered an improvement of it.

I agree about mantaman's nice design and animation. It just seems to me that the textures of his wings are very blurry.

The other enemies are all great! 

Mantaman doesn't bleed out after death; is that how it should be, or is it already a flaw?

I don't know. It's that way in the alpha too.

Tried the first level, and have to say, this really is the closest to a Third Encounter as if it was made back in 2002 (which I could already see from your old Third Encounter project)! I like that you were conservative with the new enemies just yet, introducing them slowly and not getting carried away with them like SS2. The level really feels like classic SS levels, and of course, can't help but notice how the first level was made out of the first 3 Theba levels from Sam2000 (or the LotB levels). The very start of level 2 I also recognize from Sam2000. Which is -also- very Croteam-like, since we know that multiple levels in TSE were made out of cut TFE/Sam2000 levels as well. And I love the cut enemies finished and fully realized too.

Man. This just feels so genuine and refreshing, good luck with finishing this, I'm looking forward to it!

Oh yeah, still got some earlier pre-Bright Island source of Revolution, could share stuff that you might need, if there's any.

Ooh, I'd love to see that.

Well tell me what you need, the map.cpp? Ammo.cpp from HUD? Those seem to be your problems, tho not sure what is the problem with the map dots.

Well, the only Revo feature that I haven't been able to implement, is the sniper's scroll wheel changing colour according to enemy health. Also the ammo types sorted into multiple rows. Currently it's one single row, which may end up overlapping other hud elements. Also would like to look at how they were able to implement multiple world maps in a single game. I'd like to make a world map for my own campaign and I could use some help with that. Oh, and also separating the secondary fire from use and evoke Netricsa. Not sure what exact files these would require. Player.es, PlayerWeapons.es, HUD.cpp, Map.cpp. Would also be interesting to include the new headman types, though I'm not sure if I'd actually use them.

(1 edit)

I'll send a friend request on steam and send you stuff.

Hi, just found this project, quite interested seeing someone properly finish it off this time, and remembering your old works, I'm curious how you manage to. Will wait until finished to see how it is.

The only thing I'd like to comment on was the story in the manual: You really don't need to overcomplicate things. No need for timey-wimey things, Mental and Sam seeing time and all that. Just have that after TSE, Sam is teleported by the remaining Sirians, then SS2 plays out and that's it. At the end Sam kills Mental in the past, then Sam just fades back to his own timeline but now humanity is alive as if Mental never existed and that's it. It's like an old movie that didn't really care about the implications, because it didn't need to.

You're gonna be waiting for quite some time. I'm making steady progress, but I still give it about two years.

Also, too late for story modifications. It's already been scripted and voice acted. I thought about making the story continue from the SE rocket, but I already used elements of SS3 and SS4 (some lore pieces, enemies, weapons), plus I needed to explain away the holy grail. But it's not like Sam games aren't already full of wacky time stuff, so a needlessly complicated backstory is on brand for the series, I feel.

I feel the "needlessly complicated backstory" is what gave us the prequels of prequels of prequels problem in the first place.

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