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You can add a picture to the menu and music.

It will look like this:

https://drive.google.com/file/d/1pRTp1140HKmu8oBL06OfGa0vDCD4BSYM/view?usp=shari...

This is how you can add music to the menu:

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/8911eecb5ad3b952dfd1217d056b6...

And yet, there is no preview file in the Mods directory (TheSequelTbn.tex)

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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.

I understood. Are new levels still planned?

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

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?

Here's a fix for the cluster grenade. Now if friendly fire is disabled it does not cause damage to players.

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/3a3e4dd5699cc27618df23f39abb2...

I can't say about the second question. I don’t have the next encounter and revolution either. Therefore, I have not seen these effects. It’s better to ask Dream Cecil.

 And wish you  a happy New Year.

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

I tested it on Linux. Everything works correctly on Linux. I'll try it on Windows right now.

Now I have compiled 64 and 32 bit versions 1.10 in turn (VS2015).

Based on : https://github.com/tx00100xt/SeriousSamClassic

and https://github.com/tx00100xt/SE1-TSE-Sequel

I created servers and tested them. Everything works on Windows 10 x64.

Here is the meaning of the additions. Mark the entities that are being created in any way for cluster grenades.

And then find them in the "ReceiveDamage" caused and make "return".

These entities are then destroyed anyway (cluster grenades)

If the code was added correctly, it may be due to the difference between versions 1.07 and 1.10

I'll think about it later. About why it didn't work on version 1.07. I don't have VC6 environment installed yet

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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.

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I could look into the changes that were made. I can compare the code posted in update 3 and the changes made. For this it is very convenient to use Meld (Linux/Windows) or Winmerge (Windows). Meld is my favorite.

https://sourceforge.net/projects/meld-installer/

https://winmerge.org/?lang=en

After the new year I will install VC6.

If the monsters use cluster grenades, then the algorithm will have to be supplemented. Since it now removes damage when friendlyfire is disabled in the co-op for the game completely. Except for the player who fired the grenade. The damage works on him.. Damage also works in the singleplayer at the "easy" difficulty level.  At this difficulty level,  can also disable damage in a single player.

UPD:

It looks like there are no monsters that use cluster grenades. This is good. This means there is no need to change the algorithm

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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.

You can try to change it:

((CProjectile&)*penProjectile.ep_pen).m_strName = "ClusterGrenadeExplosion";

on

((CProjectile&)*penProjectile).m_strName = "ClusterGrenadeExplosion";

I checked it out. That's how it works too (Windows/Linux 1.10).

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.

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Привет. Я сделаю это немного позже. Это просто. Недавно меня попросили сделать флэтпак для игры Serious Sam в Linux.

Сейчас я работал над Flatpak. Теперь вы можете установить Serious Sam на Linux одним щелчком мыши с помощью Flahub.

https://flathub.org/apps/io.itch.tx00100xt.SeriousSamClassic

https://flathub.org/apps/io.itch.tx00100xt.SeriousSamClassic-VK

Цветами займусь, как только появится свободное время.

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

Now I noticed that I inserted the text when editing from the wrong buffer (Google Translator) :) 

I used to change the colors for the first encounter in the source code from Croteam. It wasn't difficult. I also didn’t try to make absolutely accurate colors. The main thing is that it is similar enough.