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?
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
Back to building the sources again and I have a few new issues:
You seem to have placed these files in the wrong folder when updating the sources package for Update 31.
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.
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_.
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.
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.
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.
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.
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.
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.
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.
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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.
Back to building the sources again and I have a few new issues:
You seem to have placed these files in the wrong folder when updating the sources package for Update 31.
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.
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_.
Several enemies have the wrong names for model constants, such as animations and collision boxes, for example:
Classes with this problem: Ant.es, Catman.es, Cyclops.es, Grunt.es, Mamutman.es, Monkey.es, Scorpion.es.
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.
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.
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.
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!
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.