And I use cyborgs on one of my maps. A very suitable and necessary enemy. It's a pity that he will be replaced. I don't even know what to replace him with now. He was a good enemy with small hit points, a fairly long-range attack with medium-speed projectiles. If the replacement is not ready yet, I would like to see something similar in parameters.
CaptainPelmen
Recent community posts
I found a problem that if you pack the map not in the source folder, then autogro will not pack the map. I tried to pack the level which is located in: Serious Sam TSE/Mods/TheSequel/Levels. And also textures and other things that are located in the folder with the mod. Autogro can pack what is located in the game folder, not in the mod folder. I haven't updated the large source folder for a long time and I don't know how to do it correctly now, but only with this folder I could successfully pack the level. Any tips on how to properly pack levels for a mod?
I wanted to offer a new entity option - WatchPlayers. There is a problem that this entity always sees 360 degrees. Because of this, I can't properly create a shooting statue/turret. I propose to make a visibility angle indicator from 0 to 360 degrees for different situations. Well, or another similar entity.
So, I tried creating a simple room in the editor with a few enemies and saving it. And it worked for me.
As for the controls, I changed one button. Y - Netricsa. And this also works and is saved when the mod is restarted.
I don't know if one problem was mentioned. If you click on the alternate fire, but then quickly click on the main fire, the weapon will still fire the alternate fire.
Pretty interesting. As usual, there was plenty of ammo and completing the levels was not that difficult (Difficulty - Serious)
In some arenas, you can completely win by shooting at opponents from afar (and not closer to the central zone, as is usually intended) and thus make it easier to pass. At the end of level 3, the green biomechanoid came out with a yellow health indicator. Some models (modelholder) do not have collision, although they look like they should have it. The grenade launcher's alternative fire is very powerful. It is worth considering making the number of alternative ammunition for the grenade launcher rarer. Once, an explosion of alternate grenade launcher shells launched the mammoth high into the air.
In general, I want to say that although on average the enemies have become stronger than in the original game, the number of items for the player makes the danger of the opponents not so high. I don't even know what is harder, the original game or the mod.
By the way, I lost the ability to use “Custom enemy collision” entity for statues. Previously I could use this collision for stationary models. Now, when you try to put this entity in the same place where the statue is, this entity begins to move somewhere to the side. To make it clearer, I was trying to make a static enemy statue that would fire projectiles. But at the moment I have no idea how I can implement this. Perhaps you have some ideas on how best to use this entity in this situation?
I noticed that the "enemy launcher" entity does not increase the counter in the level statistics. As I noted earlier, at the levels of the mod there was such a situation that at the end of the level there were more killed enemies than indicated in the statistics.
It is possible that there are other reasons for a broken counter, but I definitely found one of them.
1) If I understand correctly, are there plans to introduce new types of ammunition for alternative fire? That is, for example, for a rocket launcher there will be not only standard rockets, but also rockets for alternative fire? And the same for other weapons. Am I right?
2) Should we expect full compatibility with Cecil's Classic Patch? We are talking about a problem with the rate of fire of weapons caused by the fix for this rate of fire from the mod and from the patch. The Classic Patch continues to be updated and very interesting new features appear. If a patch is released for the modification that will fix this problem, then this will be one of the best news.
3) On the maps I design, I use statues made from enemy models. At the moment, it's only Catman. Should we expect new models for any other enemies? The reason I ask is so that I don’t have to redo any of my ideas later.
Fine. As I understand it, it is this parameter that makes the balance so strange. The remaining parameters on normal and higher difficulties (except for movement speed) are similar to the original game. I note that sometimes when colliding at high speed, enemies lose a few hit points. Apparently this is due to the speed of 1.5. But this is no longer such a significant remark.
I return to the question of the difficulty and balance of monsters. Found out some interesting things.
I have categorized the monsters as being able to move towards the player depending on the difficulty (Yes/slow and rare movement/No)
From my gaming experience, I will say that the further away the enemies are, the less dangerous they are. This is especially true for enemies such as the biomechanoid (red) due to the explosive projectiles. Surprisingly, on lower difficulties the danger from albinos and tanks increases due to their powerful close combat with good range. In addition, Catman becomes more of a ranged opponent on maximum difficulty.
This was my experiment. A red biomechanoid with the balance of the standard game (not a mod) would most likely kill the player more often in such situations. I tried to describe in more detail my thoughts about this balance.
Will the difficulty/monster balance remain the same? Or will something change?
When I talked about the author, I meant the author of the previous video about terrain. Just find a person with the nickname CR!STALLL. Write to him in our SeriousSite discord or just on the development channel. In fact, it's quite tedious to help here. It's much better to ask these kinds of questions in the community. It is unlikely that the problem will be in the video card, but perhaps they will find another problem that can be solved.
The update has given me some thoughts and questions.
1) Now we have a sledgehammer. As I understand it, this is to make the player stronger at the beginning of the game. This makes Kleers less dangerous.
2) The new enemy models are very beautiful. But now, it seems to me, you shouldn’t spawn too many of them. How much will new quality models affect performance?
3) Huanman's attack seemed strange. Apparently it is used more for open spaces. In any case, the attack does not look dangerous. It is difficult for these projectiles to hit the player.
4) It's great that items have a size setting option. You can conveniently adjust the item if the size does not match the intended size.
5) With this update, Albino become weaker than Reptiloids (or at least equally dangerous). The reason is that reptilians have smaller and faster projectiles. For a reptilloid they give 5000 points, and for an albino - 7500. Will the reward change or remain the same?
6) One of the enemies from update 11 does not look dangerous. The Lazobar fires its projectiles towards the player, but if the player is constantly moving they never reach the player. Even head lasers are easy to dodge. You just need to go left or right. Additionally, the head explosion never reaches the player if they are moving. Perhaps I tested the enemy incorrectly somehow. Or is that how it was intended?
Edit: By the way, gnaars are very well balanced in this mod. But I remembered one classic enemy that lacks danger. Beheaded Firecracker. Even Rocketman feels stronger than a firecracker. I always felt like the developers should have made him a stronger enemy. What do you think about this?
Edit2: Noticed a problem on the "Serious" difficulty. Some enemies attack so often that they stop approaching the player. For example, red biomechanoid. This makes these opponents much less dangerous than on Hard difficulty.
There may be a problem in the EarthSculptor program itself. I had problems with the program until I updated the drivers for the video card. But my problem is different from yours, so this probably won't be the solution.
The author of this video is CR!STALLL. He is in our SeriousSite discord. Most likely he will be able to help you. Besides, there are other people there who may know about your problem. Ask a question in the development channel.
About carrying objects. Sometimes, there will be places, for example, where you need to collect 3 swords to open a door. But usually, to complete part of the level you need to collect different types of treasures, 1 item each, or just 1 treasure. So, I'm more in favor of the player being able to carry several of the same items. But at the same time, so that the situation where you need to collect different items is not disrupted.
About the names of the items. I agree that there needs to be a more specific name for the item. Unfortunately, I do not have information about a more precise name for the item. You can settle on what they will be called, for example, an Ancient Greek Sword and so on. This way there should be no conflict between other swords (if there are any) and the rest of the items.
In total, 2 types of helmets were conceived. I see that the problem is with the first type. One person helped me create a single model (from one part) and I am ready to give it to you so that the item works correctly. This model has its own rotation animation. I hope this won't be too much trouble. If anything, you can do regular animation for it like other items, if possible.
https://drive.google.com/file/d/1eABe1QI_GVo2J2NjDpnxLejJ5sAAgfBK/view?usp=shari...
Hi, Jester. These are the items I would like to add to the item list. Essentially, the most suitable animation for them is SmallOscilation. Also, for the archive I have attached a video with effects and textures of effects for the key and treasures. If we can implement this too, it will be very cool!
It is also advisable to maintain the dimensions. From the smallest (key) to the largest (armor)
https://drive.google.com/file/d/1IlCotrQxuofqXurbpUWlnz8yhqnesKOA/view?usp=shari...
Note: These are all the items I wanted to add (I think that's all). If you're interested, these are all the items that I'm developing for the new campaign.
This is written in the manual (You can download it on the modification page). But there is no video, because this is a new entity (CustomEnemyCollision) from the mod. It's unlikely that anyone made a new video about this. There should already be some kind of guide about all old entities.
I highly recommend joining the SeriousSite discord. Then the community will be able to help with questions more quickly. There are some English-speaking users there and they can also be helped with questions. No need to be shy)
1) Is it possible to create an item with a custom model? We are talking about such items as ankhs or jaguars and so on. I have another model that I want to see as an item, but I can only choose from the existing ones in the list. Of course, there is a mod that has this feature - Advanced Monster Item Classes. But I'm not sure if it will work correctly in your mod.
2) Will there be any friendly characters in the future? Which could become part of the level's plot with some dialogue. Also, it would be a good idea to create allies to help in the fight against enemies. And also neutral creatures for the environment.
3) Some games/modifications allow you to select skins/models for weapons. Your mod uses new models for weapons. Will it be possible to switch from new models to standard ones and back?
4) What will the remaining 2 chapters be about that we don't know about yet? In addition to the planet Atlantis and Angkor.
5) Will there be new game modes in the modification? Survival, etc...
1) The best option is to use the Earthsculptor program. Once the landscape is ready, you will need to export it as height maps. It is important that the image size must be a multiple of 2. After this, in a serious editor you need to create a terrain and import this height map. You can also adjust the size, height and other parameters of the landscape during the terrain creation process.
2) A worse option. Create a terrain from a brush with many polygons (Serious Editor). In the vertex selection mode (vertex mode - symbol '.' on keyboard), drag the required vertices under the shape that is intended in the map.
3) Create a mountain model in some model editor (For example, Blender). Transfer it to a SeriousModeler and save it in mdl format. Use the modelholder entity to place the model on the level. This method is good if the mountain is somewhere far away and the player does not need to get to this place.
3) Yes, that sounds good. But I checked what can be implemented using teleporter spawners, so as not to take into account extra enemies for statistics that will not spawn. The screenshot above shows approximately how it was intended by me.
4) It would be nice to see classic power-ups as pick-up items like a Serious Bomb (Max ammo - 3, but you can try changing the limit for other power-ups). Serious Damage, Serious Speed, Invulnerabilty.
But if it were possible to come up with new portable power-ups/gadgets including these, it would be cool. (This is a more difficult option)
At a minimum, they can be made simply by picking up things lying in hard-to-reach/secret places on the map.
But it can also be given as a reward, give the opportunity to purchase, etc. (This is a more difficult option)
6) It would be cool to see enemy projectiles like various cocoons like in Serious Sam 2... or anything else.