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JesterOfDestiny

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

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Hey, do you know where main menu elements, such as game options are located within the code? I noticed that blood options are gone, for some reason and I want to put them back. Also thinking of adding some extra stuff like enemy speed modifiers.

By the way, you might be aware of this, but when running my mod through your patch, weapons like the tommygun, lasergun and their derivatives,  get way faster than they're supposed to.

Okay, some good news regarding Fungal Caverns. 

First of all, the Yog-Sothum enemy, the one that shoots small homing bugs, has been reworked in a previous update. It still now has a unique projectile, as opposed to reusing the Exotech Larva's bugs. It's much slower and there's a delay before its explosion, where it makes a distinct noise and visibly swells up before exploding. The Myconid's running speed has also been reduced significantly. (I'm also thinking of giving it a slow turn speed.) Second, most of the problematic fights have already been reworked. The gnaar brutes in the "bad spider fight" have been replaced with small lava golems. In the big hall with the masks, the sheer amount of enemies has been greatly reduced, along with additional health and armour pickups added. The dark fights' waves have  been shortened as well. Though the last one I'm still going to rework a bit, since I did rush its design a little. Maybe add some additional tunnels the enemies run out of, as opposed to spawning right on the ground. Also, a minor thing, but the glowing mushrooms now have static light, instead of the animated pulsing. This was originally because textures were bugging out from all the lighting updates, but it did help in the dark sections a little bit.

You said something about cannonballs. Your version seems to be the same that Serious Vovan played, so it might be before the update that introduced weaker cannonballs. Jade Guardians, Mammoths and Cannon Turrets all shoot weaker cannonballs now, so they don't destroy you in one hit (it might be a different story on serious).

Anyway, all of these levels are still going to receive more updates in the future. The very big update I'm currently working on, is going to include some updates on the currently existing maps.

Finally got around to watching these. Got through the Angkor chapter at this point. I must say, based on what you were saying in the other thread I expected you to be a lot harsher. But I think your criticism has been fair. Though I do think we might have different views on difficulty; I for one consider dying a couple times part of the learning process. That's not to say I don't get carried away sometimes.

I notice that you're using an earlier version; one where the monkeys' dying animation is still broken. An issue that's been fixed since. That also means that some of the problematic bits you mention have also been reworked since. But I've been terrible at keeping track of updates and versions.

If you want, I can send you an invitation to the Serious Sam Classics Discord server, where most discussions around the mod take place. People have been talking about fast monsters lately, you might be interested in reading that.

You can post here, it's fine.

But how can that be? All I did is re-add some old models.

As for video, whichever is more convenient for you.

Unlisted videos would be great.

Wait, so now the whole mod is fucked up?

I'd be interested in looking at your YouTube channel. Although I'd prefer if you'd wait for the next update for gameplay footage; There's enough footage out there of the mod in early/broken states and I'd like to keep things more up to date.

Although, seeing the footage for fight-tuning would be very valuable for me.

Hello, thanks for the feedback! These kinds of long rants are very valuable to me.

First, I am aware of the weapon fire rate increase bug, with Cecil's patch. And I think they're aware of it too. They're probably waiting for a full version to make a tweaked version for the patch, but I'm also looking for a solution. Also aware of the collision bugs with the cluster grenades and I think I might have just fixed it for the next update. And that sound file has been bugging me for a while. I am certain that I have already placed it within the Atlantis rar file.

Fast monsters is a decision I've been meaning to go back on. In the beginning, I added it, just to see if I can and a lot of people have told me it's fun. But I do like the idea of a game mutator, where you can set enemy speeds and reaction times yourself. Perhaps a variable, ranging from reasonable difficulty tweaks, to ridiculous amounts of speed. I shall look into it.

Fight difficulty tuning is always a very difficult process. I'll look into what can be done with the fights you mention. And melee attacks have been broken since the original games. There's a very fine line between the enemy being able to hit you from very far away and being way too easy to dodge.

I think last update kinda broke some things. Forgot that each gun's model is loaded on each level start and not just the levels that have them as pickups, so now it might be looking for models that aren't there anymore. You can just put the new models in their old places and rename things. I might release a small update to fix this issue.

By the way, you don't put anything into the root directory. Everything goes into the mod's folder.

Yes, Mental's model is already finished an animated, in fact, with a rough plan for the battle laid out.

If it's really that big, then you likely downloaded it when it was still bundled in one huge rar, which contained literally everything. This is likely very outdated as well. You're better off trying the new downloads.

You extract the contents of "TheSequel.rar" into your "mod" folder. Keep in mind, that maps are currently packed separately, so you'll have to download them too.

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Could be more specific on where this crash occurs? You say it's on the fourth level, but also after the ice taxi, which is after the third level. I wanna know if it's something that I can fix, or another random untraceable thing.

Hey, cute Miku avatar. I see you're also using Cecil's patch, because some guns fire way faster than they're supposed to. This is because both my mod and Cecil's patch fixes the infamous slow down bug and it ends up adding up, making those guns fire faster. The patch may also cause some unexpected issues, which is why some of these might not get caught in time.

Regarding the issues you found. Some of these are because a fight has been reworked in an update and I guess I messed up some counting triggers. You're also playing on a lower difficulty, which is a bit less tested. And chapter transitions aren't implemented yet. (Each chapter is a separate mappack currently, so linking them up would cause a map to be unable to load, due to the world link not finding the target level.) Framerate issues are of course, a big sticking point for most mappers. I'll try to look into the places you mention. No idea about bouncers. Bouncers are cursed. And Icu-Turso is a constant struggle. I thought I fixed the crashing issue, but it seems it's still there.

Thanks for playing!

Hi, people are having issues with "VirtualAlloc failed" and "out of memory" errors. But it seems to be caused by random things and  not even always. Any ideas?

A lot of people are reporting things like this, but it's always a different cause and sometimes it's not even reproducible.

The server is called Serious Sam Classics. But looking at it, it might be invite only? I don't know. Give me you Discord handle and I'll invite you.

It's odd that you couldn't get the levels to load. If you have the latest version, they should be working. Though it's possible that there's something there that hasn't been patched out yet. It's also odd that you were able to play the original levels, since the mod is supposed to have its own set of levels. Unless you just copied them into the mod's folder.

To answer your questions:

- This is never explained. I always assumed that Mental just has some magic or technology, that lets it sense energies and detect advanced civilisations.

- Some factions might follow it, because they think they have something to gain. Usually that gain is a lie, or a pact made with the worst of that species' society. Other times its forced servitude.

- Sam isn't the last human. This time SS3 ends differently and humanity successfully repels Mental's attack.

- The Sirians aren't humans.

- The SS2 medallion is entirely useless.

- There isn't one specific Discord for the mod, but there is an active thread on the Serious Sam Classics server.

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.

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

Oops, sorry it should be good now.

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.

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.

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

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

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.

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.

Yes, of course!

Will the old comments be back if I revert it?

Yeah, I switched to discussions from the recommendation of a more experienced creator, but now I think I made a mistake. And I'm not sure if the old comments will ever be back.

You like something? You don't like something? Just found this mod and wanted to say your opinion? This is the place.

If you have suggestions for features, then send them here.  This doesn't necessarily mean new feature suggestions, but adjustments to existing features as well.

Find any bugs or issues? Report it here.

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The Carcinus Lurker is an enemy from Next Encounter. It shoots a laser in a sweeping motion from left to right and you're supposed to jump over it or duck under it. I did bring back the enemy, but never got that sweeping motion down, so it just shoots towards the player, even though the animation still does the sweeping motion. I was just wondering if that's possible.

Nah, I kinda hate those. The beheadeds are an idea I keep coming back to, but I doubt I'll ever really commit to it.

Hey Cecil, do you think it'd be possible to remake the Carcinus Lurker's sweeping laser attack? Like, the ray casts based on an angle. And then the angle moves in a sweeping motion. How complicated would that be to make?

Do you have a specific Netricsa entry in mind for this, or do I make one myself?

Okay, so after trying to work with the rev sources you gave me, I noticed that its code has been almost completely overhauled. Most notably in the HUD functions. It is completely different, so I can't really replicate the way they rearranged the ammo icons into multiple rows. (Same issue with Cecil's overhaul.)

The attempt to separate the secondary fire from use and Netricsa has been half successful. Finally gotten rid of that annoying bug where you have to wait a moment after firing off a secondary shot, otherwise it'll just keep doing it even though you're pressing the primary. But now the grenade's and cannon's secondaries can't be charged anymore. And judging by traces left for a scrapped idea (grenade spam fire), that might be unfixable. It also broke sniper zooming, making the player unable to fire or switch weapons. Haven't tried the controls yet.

But I did manage to make the sniper scroll wheel change colour! I'm keeping the map for later, because it seems much easier to do once I have all the resources necessary for it.

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.