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tx00100xt

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A member registered Feb 17, 2023 · View creator page →

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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.

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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.

Ok

"- A bug regarding cluster grenades hurting other players, even when friendly fire is off"

You may not have received a notification from /itch.io /.

I don't always get notifications either.

Here is the solution:

https://disk.yandex.ru/d/joEZLY6VW1rvGg

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/d6c3f90fc9c00188ab5a2b2fa46ba...

https://itch.io/post/9132740

(2 edits)

I installed Visual Studio 6 with service pack 6 on Win10x64 (Virtualbox VM).

Indeed, the fix for the cluster grenade did segfault on version 1.07. Although on version 1.10 everything worked fine.

I rewrote the fix and tested it on version 1.07. Everything is working. (I started the server and tested with different friendly fire modes)

At the same time, I disabled the damage from the cluster grenade at the Easy and Tourist difficulty levels.

Fix (Source code) and ready-made libraries for 1.07 at the link.

Compiled from the latest source code archive from  January 6th (Update 5)

https://disk.yandex.ru/d/joEZLY6VW1rvGg

Here, for clarity:

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/d6c3f90fc9c00188ab5a2b2fa46ba...



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I still have the source files from December 10th "TheSequelSources.rar"

I ported them to version 1.10. Everything works (win/linux).

Then I downloaded the updated archive from December 22 "SSmoddingF.rar" and also made changes to version 1.10 from there

Everything works without errors on version 1.10 (Update 3)

I did not compile version 1.07. It will be necessary to install VС6 studio.

I'll do it later.


UPD1:

I have downloaded a new source archive now.

I'll see what's changed.


UPD2:

Except for the changed levels, everything else is the same

December 22 <-> December 30


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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

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).

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

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

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.

I understood. Are new levels still planned?

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)

It's good that there will be an update.

I thought that there were no more non-cacheable resources. Today at the end of Aquarium City there were 4 pieces. Before this, these resources were always cached. I decided to duplicate the caching.

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/f77605259fd7045bcbf4a97b0508f...

(1 edit)

After changing the sampling rate, saving works.

TommyGun zoom:

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/db81a49f67896c3984d98ac25fa48...

https://drive.google.com/file/d/1pcZGNYHVqyxBaeAU39I3KdgWkkUOsNCQ/view?usp=shari...

UPD.

Some are not cached:

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/8ddee894b1ad5c719c9ee0084dc7e...

(3 edits)

Today I played on the Back to M"Digbo level. There were three "not precached". 

Fix: https://github.com/tx00100xt/SE1-TSE-Sequel/commit/335252279a204adb1a3f160a79d4c...


UPD:

There is a very strange bug in the M'Digbo level. Saves only work up to the cave with a shotgun. As soon as the creaking music starts playing, the saves stop working. This music is not in the ogg and wav files that the level uses. This is the first time I've encountered this. The level loads after saving, but the game doesn't start. If you turn off the sound in the game before loading the level, the saves will load normally. But when I try to turn on the sound, the game freezes. At Atlantis levels everything works fine with saves and quicksaves, I checked it many times.

What kind of music is this in the caves because of which the game does not want to work after loading the save)

UPD2:

I found what the problem is. "MusicF/Demo/02-Peace.ogg". I did not recognize this song when playing on the player. Sampling frequency 48KHz. Need to change to 44KHz.

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I used the nickname  [Rocketers] Alex in the game . 

Yes it all works. These "if" were always TRUE because of the wrong comparison. There are only six elements:

https://github.com/tx00100xt/SE1-TSE-Sequel/blob/main/Sources/EntitiesMP/EnemyFl...

 and five of them were in comparison. Therefore, they could simply be removed. And assign a value to the sixth one.


So I changed the cannon damage correctly

(2 edits)

Here are some more fixes:

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/a1575dd41a60d524f05b6ccc94dc7...

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/7cfb90ac77b721fe11c04b9812788...

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/8d625ce3ecf9d5d65a2bdec754dcf...

Now all resources are cached. Red laser additionally uses Carcinus Lurker. I moved the caching to the beginning of the function. MODEL_INVISIBLE caching has been duplicated. Now there are no messages "not precached" in console and log.

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/ea28676c04530776c1ae4b2c0f64a...

Btw, all models of enemies and weapons are displayed in Netricsa after dividing the block (if else) into two parts.

I made one mistake, I've already fixed it. The end of the function should be such:

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/78866a515eef3437654f5e7db4678...

that there is a display of the background grid. This variable is further used to draw the grid.

I split the block into two parts and at the end added a check based on the variable that is in each block:

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/e1c63cc84f384cd2e53f797f49604...

Almost all warnings about caching have been fixed:

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/ffd96d48deea2329b72f722ff9a16...

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/16bbe5e1ac40aa1eb5d63aeb2f787...

Some icons were put from the Awakening mod (from SeriousAlexej)

They fit well:  Icons ftom Awakening mod


No. It's not a problem . Just console spam. I copied 01.tex instead. Quick save has been tested many times at different levels. Everything is fine. CyborgMedium is still missing in the CompModels.cpp file. As I understand it will also be added later. Some other resources are not cached. This does not affect the game, there are just messages in the console sometimes. Overall, everything is fine. I passed the mod again, I did not find any errors.

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I used the usual saves. I'll try the quick ones. About bugs:

The game version 1.10 for Windows does not have these bugs. In Linux the message ""No valid Teleport Marker for Mamutman! Destroying Mamutman..." and the entity was destroyed, because of this the game did not work correctly. This fixed everything:

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/fdc4b6f5c2fc8d2908d639fdfc079...

Now there are no bugs under Linux either.

UPD:

DataF/Messages/Information/Atlantis/Pics/full.tex' (No such file or directory)

All ok with quick saves.

I'm pretty good with code, but not so much with the editor. My editor knowledge will be enough to fix the first two bugs for version 1.10. And there is a possibility that it will be enough to open the 1.10 level in the editor, save it, and everything will work. This happened when I opened TFE levels in the TSE editor. I'll try to do this in my free time.

Of course, if there are corrections, I will definitely add them. Both for code and for resources. The mod is wonderful.

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@JesterOfDestiny

Cross platform version (1.10): SE1-TSE-Sequel

Release  Autobuilds (GitHub Action)

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When I started playing, I didn’t think it would be so good. Undoubtedly the best mod I've played in recent years. Monsters from different parts of Serious Sam, well-designed levels. My rating is 10 points out of 10. 

I was using game version 1.10 and there were three times when I had to use a cheat code. On the second level the elevator did not work, On the third level the geyser did not work. To get into the skull I had to do a “fly”. At the same time, at the end of the level the geysers were working. On the fourth level, in a large hall with variable gravity, the room does not turn over after killing all the monsters.

I think this is possible due to the use of version 1.10 instead of 1.07. Otherwise everything is just fine.

Thanks a lot again!

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Thanks for updates.

I also ported it to Linux and am now playing through it. I really like everything. 

Thank you very much for the source code, now I can run this mod and your maps containing AREP on *nix systems.