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Damn dude, you're really cleaning up some of the mess I made. I appreciate it a lot. I'm gonna add you to the credits with next update. Is this the name you generally go by?

By the way, the fly only/ground only thing, is to make sure that the enemy doesn't use the functions for take-off/land, when it's not supposed to (mantaman, flying kleer, etc, being fly only), or when the enemy's character decides its movement type (dum dum, cyborg, etc). Does that still work? The thing with cannonballs, is just to make sure the cannon's powerful secondary fire doesn't destroy bosses in mere seconds.

And guess I'll be re-implementing Netricsa models for scrapped enemies.

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I used the nickname  [Rocketers] Alex in the game . 

Yes it all works. These "if" were always TRUE because of the wrong comparison. There are only six elements:

https://github.com/tx00100xt/SE1-TSE-Sequel/blob/main/Sources/EntitiesMP/EnemyFl...

 and five of them were in comparison. Therefore, they could simply be removed. And assign a value to the sixth one.


So I changed the cannon damage correctly

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Today I played on the Back to M"Digbo level. There were three "not precached". 

Fix: https://github.com/tx00100xt/SE1-TSE-Sequel/commit/335252279a204adb1a3f160a79d4c...


UPD:

There is a very strange bug in the M'Digbo level. Saves only work up to the cave with a shotgun. As soon as the creaking music starts playing, the saves stop working. This music is not in the ogg and wav files that the level uses. This is the first time I've encountered this. The level loads after saving, but the game doesn't start. If you turn off the sound in the game before loading the level, the saves will load normally. But when I try to turn on the sound, the game freezes. At Atlantis levels everything works fine with saves and quicksaves, I checked it many times.

What kind of music is this in the caves because of which the game does not want to work after loading the save)

UPD2:

I found what the problem is. "MusicF/Demo/02-Peace.ogg". I did not recognize this song when playing on the player. Sampling frequency 48KHz. Need to change to 44KHz.

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I was just about to tell you, that I found the same thing. Different sampling frequency and bitrate. Can you check with this new music file?

https://mega.nz/file/DHhz3IrJ#wNdYUSvLYG_rS4CcFwcjtRuFh_gYQ55eMtgu80qvpKs

Edit: Btw, I'm currently working on giving the new tommygun zooming function, like for the sniper. I have successfully made it able to zoom, by taking every zooming related function that specifies the sniper rifle being held and adding the tommygun to it. But now I somehow broke the ability to change zooming amount with the scroll wheel. Any idea?

Edit2: Here is the player entity file, so you can check yourself. https://mega.nz/file/ybBjWBaI#pTBYBJYIM2GBUigiKG_ruNa1PTDiVc02dtuefI6bhJk

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After changing the sampling rate, saving works.

TommyGun zoom:

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/db81a49f67896c3984d98ac25fa48...

https://drive.google.com/file/d/1pcZGNYHVqyxBaeAU39I3KdgWkkUOsNCQ/view?usp=shari...

UPD.

Some are not cached:

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/8ddee894b1ad5c719c9ee0084dc7e...

Cool, that works, thanks! Big update coming soon.

It's good that there will be an update.

I thought that there were no more non-cacheable resources. Today at the end of Aquarium City there were 4 pieces. Before this, these resources were always cached. I decided to duplicate the caching.

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/f77605259fd7045bcbf4a97b0508f...

You can add a picture to the menu and music.

It will look like this:

https://drive.google.com/file/d/1pRTp1140HKmu8oBL06OfGa0vDCD4BSYM/view?usp=shari...

This is how you can add music to the menu:

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/8911eecb5ad3b952dfd1217d056b6...

And yet, there is no preview file in the Mods directory (TheSequelTbn.tex)

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I know that you can add your own picture to menu, I just haven't bothered yet. Same with thumbnail. I plan those kinds of things for the full version, when I can come up with something more concrete. There's probably not going to be menu music.

I understood. Are new levels still planned?

Of course! There's gonna be three more episodes with five levels each.

Hey, I was made aware of an issue regarding the cluster grenade. Apparently it does damage to friendly players, even when that option is set to off. Obviously, it's because the projectile's owner is the grenade that launched it and not the player. Is there any way to fix this?

Also been wondering, what if the sniper had piercing bullets, like in Next Encounter? I know it's possible, since Revolution did it. But how?

Here's a fix for the cluster grenade. Now if friendly fire is disabled it does not cause damage to players.

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/3a3e4dd5699cc27618df23f39abb2...

I can't say about the second question. I don’t have the next encounter and revolution either. Therefore, I have not seen these effects. It’s better to ask Dream Cecil.

 And wish you  a happy New Year.

Hey, now that you mention this, I would like to change the interface and HUD color scheme to Revolution's gold and dark blue. I've been messing around with the color codes, but if you know which color correlates with which interface element, or if there's anything that Rev does differently, that would greatly help.

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Привет. Я сделаю это немного позже. Это просто. Недавно меня попросили сделать флэтпак для игры Serious Sam в Linux.

Сейчас я работал над Flatpak. Теперь вы можете установить Serious Sam на Linux одним щелчком мыши с помощью Flahub.

https://flathub.org/apps/io.itch.tx00100xt.SeriousSamClassic

https://flathub.org/apps/io.itch.tx00100xt.SeriousSamClassic-VK

Цветами займусь, как только появится свободное время.

I might have actually gotten the Rev colours down. Although it's not exact, only close enough.

Now I noticed that I inserted the text when editing from the wrong buffer (Google Translator) :) 

I used to change the colors for the first encounter in the source code from Croteam. It wasn't difficult. I also didn’t try to make absolutely accurate colors. The main thing is that it is similar enough.