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Serious Sam Revolution An updated and streamlined version of Serious Sam Classic featuring a combined campaign, new multiplayer features, Steamworks, VAC, and a lot more.

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Old 02-07-2016, 01:24 PM   #211   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Sure no prob
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Old 02-07-2016, 01:48 PM   #212   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Thanks again bro. Without you we couldn't come this far
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Old 02-11-2016, 06:47 AM   #213   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Why not switch the project to TSE instead of SSR?
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Old 02-11-2016, 09:26 AM   #214   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Quote:
Originally Posted by PikaCommando View Post
Why not switch the project to TSE instead of SSR?
Good question. We might convert the maps to FE/SE in the future, but I decided to not make it a mod and do it for Rev because it has more functions and addons than the Classics (Ghostbuster, enemy health scaling, alpha/beta enemies). You might say "why don't you just add them in the mod right away blabla?". I still need to learn a lot about SEngine 1 and all I know until now is mapping and replacing :/
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Old 02-11-2016, 09:40 AM   #215   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

True, while Rev has a lot of beginner-friendly functions, ultimately only TSE has the options to let you mod the game to the fullest extent (thus allowing you to add custom enemies and weapons only found in SSA) unless Angelo releases mod tools for Rev.
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Old 02-11-2016, 10:45 AM   #216   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Revolution's BromScript looks promising.

It will allow to make one-map mods but it lacks documentation and probably isn't fully implemented yet.
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Old 02-11-2016, 10:52 AM   #217   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

But why BromScript when you can have the muthafuckin' SDK? That's what SLAwww and his buddies from SSite uses, and there's amazing results to be achieved if you can C++.


Actually, you know what? BromScript might be okay after all.
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Old 02-11-2016, 11:21 AM   #218   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

I'm not saying that BromScript is better than SDK.
Nothing can give you more control over game content than SDK.

But BromScript doesn't replace original .dll files - and that's good thing when using Steam Workshop
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Old 02-11-2016, 12:57 PM   #219   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

A scripting language allows for several things, one of which is that we can limit our API set to so we can control what users can and cannot do (using the SDK, you can literally do anything a native application can do), so that is very useful for the workshop. It's not fully implemented yet though, like you said. There's some experimental support with the Script entity you can already play around with though.
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Old 02-11-2016, 01:05 PM   #220   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

But what about the proper documentation? So far no one here but you knows what BromScript can do.
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Old 02-11-2016, 01:09 PM   #221   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Yeah I was able to do some math in console using mentioned entity
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Old 02-11-2016, 01:55 PM   #222   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

See those variable names in the editor for properties? Pick an entity, give it a name, then pick a property to change (not sure which types we actually support though), then try something like this:
Code:
local ent = GetEntityByName("Something")
ent.m_iSomeInteger = 10
Entities.SendSync(ent) // not sure about this one, might only work for Player entities
Should also be able to do something like:
Code:
local players = Entities.GetAllPlayers()
for (i = 0, i < #players, i = i + 1){
	players[i].m_fArmor = 10000
	Entities.SendSync(players[i])
}
(note: scripts above untested.. not sure if they even compile )
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Old 02-11-2016, 02:58 PM   #223   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

I would like to see this mod in SE, but Trigger and me tried to port map from Rev to Classic and unfortunately it doesn't work.
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Old 02-11-2016, 03:05 PM   #224   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Well "tried"
Maybe with a little more work...
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Old 02-12-2016, 12:28 PM   #225   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Third level gameplay.
YouTube Video: SSAdvRemake - Amon Thule


Missing enemies everywhere :/
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Old 02-12-2016, 01:16 PM   #226   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Whoa extreme FOV
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Old 02-12-2016, 01:45 PM   #227   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

I'd suggest increasing the scaling of some of the rooms - it's very often overlooked that it's best practice to have a room where the third-person camera does not "jump" when you move the camera around in the middle of a room/hallway

But perhaps the high FOV is deceiving me, can't really tell how big these rooms are D:
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Old 02-12-2016, 02:11 PM   #228   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Yea, I've been playing on fov 120 for a long time, and after changing it to 90 the maps suddenly changed it's size and doubled o.o

The bridge area look kinda cramped for me. Will scale to 1.25-1.5 after placing spawners, items etc
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Old 02-12-2016, 06:22 PM   #229   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

It looks really moody, I really dig the style.

Here's some feedback:
  • There's not a lot of enemies yet. You said "after placing spawners, items etc." in your last post, so I assume there's only minimal enemies now.
  • The water level is at the edge of the floor next to it. If you enter sector mode and use the cutting tool to cut a line just below the surface, you can make it look more natural. Look at the water level at a Croteam level to see what I mean.
  • Some areas look too small. It's always better to make rooms too large than too small. I always place a red Biomech or a similar enemy to get a feel of the size during mapping. It also has polygon flickering because the underside of the building is on the exact same height as the water.
  • The water needs some fog or haze. I also use light blue ambient lights to make it look different, but that's a design choice.
  • The debris of the collapsed wall at 2:32 has fullbright debris. If they're ModelHolders, set the custom shading to "full customized" and play around with the ambient color, light color and light direction to make it look more natural.
  • When the big enemy falls down in the cutscene you can see a blood splatter because he receives fall damage. If you select a polygon, go to polygon options and browse through "surface", all names with "no impact" prevent fall damage.


Even though I said all these things I think it looks really cool, and I can't wait to see how it turns out.
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Old 02-12-2016, 07:34 PM   #230   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

How are you gonna scale the map?

Quote:
Originally Posted by Discy View Post
The water level is at the edge of the floor next to it. If you enter sector mode and use the cutting tool to cut a line just below the surface, you can make it look more natural. Look at the water level at a Croteam level to see what I mean.
wut



Also, nice custom enemy models.
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Old 02-13-2016, 05:30 AM   #231   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Quote:
Originally Posted by PikaCommando View Post
wut
This:




A pool is never filled to the exact edge, there water level is always a bit lower than that. I try to keep the distance between the water and the floor .5-1 unit.
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Old 02-13-2016, 09:13 AM   #232   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Quote:
Originally Posted by PikaCommando View Post
How are you gonna scale the map?
Right Click in the editor and there's an option to do that.

For the pool, there'll be a gap 0.5m high, and the fog too..

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Old 02-18-2016, 02:23 PM   #233   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

I've found a name for it: "Shock Strike". Updated model.


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Old 02-18-2016, 02:29 PM   #234   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Quote:
Originally Posted by ZynX View Post
I've found a name for it: "Shock Strike".
Isn't that just another word for "Taser"?
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Old 02-18-2016, 02:41 PM   #235   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Quote:
Originally Posted by DrTr1gger View Post
Isn't that just another word for "Taser"?
"Taser" isn't serious enough and doesn't have the word "Strike" in it
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Old 02-18-2016, 02:42 PM   #236   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

And a taser doesn't actually shoot lightning.
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Old 02-18-2016, 02:52 PM   #237   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Ok here's my idea:

SUBJECT
XL9-T 'Ghostbuster' Portable

DESCRIPTION:

Successor to a big and bulky XL4-P Beam Gun.
This model is noticeably smaller and lighter than it's previous version making it excellent weapon to use in any situation.
It's using the same power cells as the XL2 Lasergun and XL4-P Beam Gun.

NOTES:

- Long time usage may cause wrist injuries

Last edited by DrTr1gger; 02-24-2016 at 08:45 PM.
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Old 02-18-2016, 03:05 PM   #238   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Quote:
Originally Posted by DrTr1gger View Post
Ok here's my idea:
- Long time usage may cause wrist injuries
( ͡° ͜ʖ ͡°)

There are no powercells, but blue cells. consecuently I have to make a blue version of the laser gun as a secret weapon, maybe
http://vignette1.wikia.nocookie.net/serious/images/3/36/Bluecell_ssa.png/revision/latest?cb=20120130021029http://vignette4.wikia.nocookie.net/serious/images/f/f8/Bluecellhud_ssa.png/revision/latest?cb=20120130021030
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Old 02-18-2016, 05:15 PM   #239   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Quote:
Originally Posted by DrTr1gger View Post

NOTES:

- Long time usage may cause wrist injuries
NOTES:
-Don't use it on yourself.
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Old 03-25-2016, 06:49 AM   #240   Add To Ignore List  
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Default Re: SSA will be a remake and not a port

Fourth level in progress



Ammo Packs
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