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JesterOfDestiny

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A member registered Dec 15, 2022 · View creator page →

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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.

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.

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.

You download the gro and place it in the game folder. If other files are interfering, then you can manually open it with winrar or zip and replace the knife's model. Or put it in a separate folder, if you don't wanna replace the knife.

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.

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 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.

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.

So unofficial fan-made patch is the culprit? That makes sense and is kind of a relief.

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.

So I asked around and it seems nobody else experience pd this issue. Somebody suggested that it may be something to do with framerate?

Yep, those are definitely affected. Though the plasma alt fire might be okay.

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Weird, it's working properly on my end. But I'll ask around.


Edit: In the meantime, could you look at other weapons too? The Plasma Thrower and Hydrogun in particular, because I know I gave them the same 0.04 reduction for the same reason.

Would be possible. But I feel like it's much easier to just adjust the level geometry to counteract enemy bouncing.

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 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.

I know about the broken kill count. I think non-spawned enemies are counted differently? And these two maps have a lot of those.

Right here!

First two levels of the first episode are actually fully finished. If you want to test them, I can send them over. 

In any case, I'll still be looking for a fix, because it doesn't sound like it's working properly.

I think it'd be possible, but I'm just not a fan of the concept of infinite spawners.

Oh wait, this is a common issue with mods. Warped has somehow fixed it, but I don't know how.

Wtf, I don't even have that folder.

Okay, try replacing those files with these:

https://mega.nz/file/bb4RRYrZ#StzLWMwCYHeE5YR9vXIWbYfbAHGZcyXRDMB90eBXO_A

https://mega.nz/file/CCRyiS7I#RwdXskHA2JQJ6IgevOGR1vyGJLWEeDB8NO6GkZ2L60Y

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.

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

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.

so now I'm g getting reports on both grenades and the rocket launcher dealing friendly fire damage.

Maybe we should just forget it? Unless you have other ideas.

I did actually r receive it, sorry for not responding. It's currently being tested by a friend... (Well, it would be, if I didn't mess something up.)

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.

Okay, so I found the problem. I deleted everything, except for the folders Levels, ModelsF. SoundsF, MusicF, TexturesF and VirtualTrees, because those had some new things that had no replacements. Still crashed. Then I moved those folder to a separate place and little by little, added them back in, to see which file is causing the problem. It was a file called zzzz.wld... This is a temporary file I used for mapping. It's the copy of the geometry of a Revolution deathmatch level called Gvide. I had some ideas around it, so I had this temporary file to keep that idea until I was going to use it. It was nothing but two World Base entities. Maybe, something about the geometry is a Revolution exclusive feature that's incompatible with vanilla?

Anyway, someone reported crashes with your grenade fix and I also had crashes when firing grenades (the editor was still working during this time), so I think I'm going to have to find a different solution.

Happy new year, by the way. You said that a few messages ago and I meant to say it back, but forgot.

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Are you having this issue as well, by the way?


Edit: Somebody else is also reporting the same issues. The .rpt is pointing to the same C0000005 access violation and ntdll.dll.

Edit2: They say the game goes fine after reverting EntitiesMP to the previous version. This however, is not true for me.

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Still not working and it's not even the additions. Tried reverting all changes I made in the last few days and it's still getting the error. It's like something's been permanently corrupted within the code itself.

Edit: Editor seems to be working tho. Hopefully I'm not jinxing it by announcing that.

Ummm... I'm actually getting 0xC0000005: Access Violation crashes now. What gives?

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?

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.

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

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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.

Oh you meant like features similar to later editors. It's possible. I think either Serious Alexej or Dreamy Cecil has included those features into their updates. And there's the Advanced Monster Item Classes too, though that one's a bit buggy.

I could probably do something like that too, I just don't really need such feature.

What's 2.0 and 3.0?