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.
JesterOfDestiny
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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!
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.
If you're that far behind, then the issue is likely something outdated, or assets conflicting.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.
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.
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.
You're gonna be waiting for quite some time. I'm making steady progress, but I still give it about two years.
Also, too late for story modifications. It's already been scripted and voice acted. I thought about making the story continue from the SE rocket, but I already used elements of SS3 and SS4 (some lore pieces, enemies, weapons), plus I needed to explain away the holy grail. But it's not like Sam games aren't already full of wacky time stuff, so a needlessly complicated backstory is on brand for the series, I feel.
There should be an update coming, but I'm not in a hurry. Work has started on the second chapter, so I'm focused on adding new key items. But also trying to improve the Carcinus Lurker and Zorg sniper. For the former, I want to add in the sweeping laser, like in Next Encounter. For the latter, I just want to make it into more than just a mini-reptiloid.
Also, looking at the Cyclops, wouldn't it make more sense for it to be an Albino?
I've known about the alt fire issue and frankly, have no idea how to fix it. In fact, I'm pretty sure Revolution has this issue as well, but don't quote me on that. Kinda know about the underwater annoyance as well. I tried working around that and not making those fights too annoying. Homing rockets are really useful there, but the ghost buster is good as well, since the beam lets you track your aim. But if that doesn't feel right, you can actually disable view bobbing in the options. I admit those parts might have been a mistake though.
I have seen it, but haven't played it yet.
Unless there's a source code, it's unlikely I'll figure out how to do any of that. Even then, it's something that would need the game balanced around. Would be cool for a Next Encounter mod. The maps are already being reworked and I ported some of the enemies.
















