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JesterOfDestiny

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

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Thought about the NE elephant, but without a melee attack, it's just a downgraded mamut.

I'm not a big fan of the Xbox look of the enemies.

The NE biomech is totally doable, but I just don't think the amount of work for it is worth it. And they'd need their proper attack animations. Without that it doesn't feel right. That honestly is the easy part.

I guess the monkeys could use some sound variations?

Definitely the tourist difficulty. On normal they get pretty intense. Although, those first two arenas are designed to be warmup to the upcoming arenas.

Ah, I had a hunch that it was that part. When you get through to the end and you are in the room where an arachnoid opens the door, don't go through just yet. There is another door straight ahead.

Yeah, boulder physics are a bit buggy in Sam. I remember giving them lower damage, but I don't remember what the issue was. Maybe the damage that lets the player survive, is too low to kill the enemies? But I figured it's not difficult to avoid them.

Depending on how you run the game, some guns might become faster than intended. I think it's Dreamy Cecil's patch, that introduces a fix to these guns, preventing them from slowing down after about an hour. But my mod fixes that too, so it adds up and makes the way too fast. This applies to not just the tommygun, but also the ionised plasmagun, plasma thrower, flame thrower and the laser.

I have considered adding a secondary fire to the ghost buster. My idea was the big ball of the Sirian powergun from NE. In my version, you could hold it down to give it more power, but ammo would drain while doing so. I think the issue was about animation and feeling it to be unnecessary with all the explosives around.

Balancing the mine layer was already kinda tricky. My idea was to make it more like the sticky bomb launcher in Team Fortress 2, but Sam physics just don't work like that. And honestly, having a delay is one thing that made it so useless in Revolution. I don't really want to touch it right now, because it is currently in a usable state.

Yeah, the cannon biomech needs to be changed. You're not the only one who complained about it. In its current form it deals like 600-ish damage, which is pretty insane. I might just change it to shoot the nerfed cannonball that the mamut does. Still pretty powerful, but not as extreme.

And man, I am so glad that some people play on easier difficulties. I play mostly on normal and a lot of people insist on playing on serious, so some bugs exclusive to easy slip through. The fight you mention was due to a broken spawner on easy

No dual wielding. Never been a fan of this mechanic. Also no AI texture updates. I'm actually trying to reduce the involvement of AI. Did think about adding the NE Biomech, but the imported model is a little broken and would have to code a different attack mechanic, due to different animations. Maybe if enough people are asking for it.

Not sure what's confusing about the second level, I'm gonna need you to be a bit more specific. Like, I'm thinking that after the floor-to-ceiling crushers, you saw the door open and missed the room that holds the item? Or perhaps something else?

Only the first chapter is finished, so still demo.

But hang on, gotta do an update real quick.

There was no AI involved with that, I changed the lore myself.

Eh, I have my own vision for a Mental boss fight.

I have not. What of it?

which one? You mean the evil Sam?

Well, you can make a copy of one of the models and then rename it according to what the map is looking for. But this is likely not the only conflict like this. And even after all that, you'd run into all kinds of issues if you tried running the map in the game. You could also download the older version, open the maps, then save them... But it's really up to me to fix up the maps.

I just realised that I forgot to pack the Cucurbito's new gibs into the gro. Fml.

Edit: It should be good now. At least this one.

This is because the Cucurbito's gibbing has been updated, but the maps weren't, so they're still looking for the old files.

Wait, I actually have this issue as well. It's like the editor opens in some weird mix of vanilla and modded. The game itself works properly though.

Unpacking the gro fixed it however.

I never packed an editor with the mod, since that would point to my directories. You kinda have to set it up yourself.

If it was working before, then maybe make sure things are in the right folders or recreate the shortcut.

Yeah, I saw that, I was just surprised that it can do that. Honestly, this might be something that should be kept to the final steps. Currently, things are subject to change and there's no sense in painstakingly going through each texture, before they're finalised.

At this point I'm actually trying to reduce AI use. Already, I've gotten a lot of coding help and textures, I don't want the mod to become even more defined by AI involvement.

People have recommended I do some texture upscaling, but all these models are a lot more complicated than they seem. But wait, ChatGPT can use ESRGAN?

The virtual tree of the mod hasn't been updated in quite some time. Plus, if you haven't downloaded every file, then some of those will simply not exist. This is something I'm planning to fix for the upcoming update.

Here is an invite to the Discord server. The mod should be in the Workshop section.

https://discord.gg/qdj6mt5z

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.