Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

CaptainPelmen

50
Posts
A member registered Dec 04, 2023

Recent community posts

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...

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.

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.

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.

(1 edit)

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.

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.

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.


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?

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.

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

(1 edit)

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?

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.

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

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.

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.

I compared shooting in 3 variants. No fps limit, 60fps, 30fps. No difference

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

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

Hydrogun - main fire

Plasma Thrower - main fire, alt fire

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

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.

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.

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.

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

2 bugs found.

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

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

Thank you. Already downloaded

Of course. On discord? Steam?

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

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

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?

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

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.

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.

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

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

Also when trying to save a new level

Yes. This error is from the newest version

Error appears in editor and in the game.

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?