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Old 05-31-2011, 07:58 AM   #1   Add To Ignore List  
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Talking Serious Sam : The Retro Encounter

http://puu.sh/1k7pK

Serious Sam: The Retro Encounter is a fan made, freeware DooM mod that aims to recreate Serious Sam's gameplay and provide a balanced multiplayer and an unique Serious Sam style campaign.
SS:TRE was made by me and Duke_Nume in 2011, originally just as a tribute to the nearly-teased Serious Sam 3 Trailer.

I've Rebooted and reworked the whole game, fixing most of the flags, completely re-writing the story.

Trailer of the First Beta
YouTube Video: Serious Sam: The Retro Encounter


Quote:
A farewell to Retro Encounter
Yesterday, Serious Sam 4 was teased, and i couldn't help but think of my first "big" project, The Retro Encounter.
Not many people associate me with this project, but working on this is what made me love Doom modding and this beautiful community, I've made many mistakes but also achieved many goals here, and other projects like Golden Souls wouldn't even be possible without the knowledge i gained from working on Sam.

This is why i'm releasing an update today, consider it the "final version".
The project was never completed and it still isn't, there's no new content. I've just decided to patch some stuff in order to make it work as intended with the current version of Zandronum, and also brought back Gzdoom support, even if it's not tested and i still recommend to play it with Zandro.
Download the 2018 "Farewell" version: http://www.mediafire.com/file/3tgp18...018_hotfix.pk3

Changelog
Code:
V 2.0
-Added 3 singleplayer maps "Egypt Expansion Pack"
-Added 1 survival map
-Added 2 deathmatch maps
-Added an intro for the main campaign
-Added 3d Models (You can disable them by typing "gl_use_models 0" in the console)
-Added Sgt. Mark's "Ketchup Gore"
-Added recoil to most of the weapons (There isn't any kind of recoil when using Iron Sights)
-Added taunting sound effect
-Added hi-res sprites for the foliage
-The Serious Bomb weapon now works correctly in multiplayer
-Improved DM04
-Improved explosion sprites
-Improved laser gun projectiles
DEATHMATCH SERVER
Name : [UK] -->Grandvoid--> Serious Sam : The Retro Encounter Deathmatch - Beta 1
Ip : 94.229.74.178:17089

These are the maps currently included with the first beta:

//SINGLEPLAYER//

Sam01 - Hellenic Landscape

The first level of the campaign.
Serious sam entered the timelock once again, this time to travel back in time to the Ancient Greece.He must take the medallions stored in Troy and Sparta,
to open the secret room of the Parthenon in Athens.The scientists discovered that Pythagoras studied the Egyptians, and knew about the Sirians' technology.
He built a secret rocket that can bring anyone in every possible place of the universe.Even Mental's base.
This is a great chance for Sam to finally destroy mental in the past, to save the future.

//MULTIPLAYER//

DM01 Little Trouble (By Duke_Nume)

The Classic Serious Sam map! Good for 1vs1 and even 8 players matches.

DM02 DWANGED!

One of the most famous DooM maps remade in Serious Sam Style, Pretty good for 1vs1!

DM03 Royal Purgatory

Remade from Serious Sam HD, a big, symmetrical map good for every kind of match

DM04 Dirt and Gunpowder

Ported from the old version of Retro Encounter, it's a huge map suitable for 8 player matches

DM05 Hellenic Medieval Rage

Remade from Serious Sam HD, a small map with a teleporter on the exact center, that may bring you to the Serious Damage or the Sniper Rifle spots

DM06 Flood

Remade from Serious Sam HD, a flooded town in the middle of a storm, features alot of jump pads.

DM07 Shotty Trouble

The same as Little Trouble, except that it has only got double barrelled shotguns, another classic from the older Serious Sam games.

DM08 Blackbroth

A map set in some Spartan baths, it has got big rooms with small hallways and an underwater section

DM09 Apollo's Gardens

Floating islands in the sky with swimmable waterfalls, a map where moving carefully is required to survive

DM10 Sand City

A Greek port city, medium sized symmetrical map

CREDITS

Mod by Batandy

Additional help by Duke Nume

Betatesters:
Duke_Nume
Devostator
Valerie Valens

Thanks to:
ID Software for the game
Codeimp for DoomBuilder
Croteam for Serious Sam and all related to it (Sounds, music, weapons ecc)
Zandronum Team for the MULTIPLAYER Sourceport
Devostator, Valerie Valens, Duke_Nume for betatesting the game
Gez for helping fixing the gibs
John J. Dick "Booger" for supporting the mod and offering to record oneliners
Al. C. for general support
David G for the beheaded rocketeer death animation
Zombieguy for the bloody weapon script
Viper45 for his custom models
Final Hoat for the Dance of the Sugar Plum Fairy cover


Additional stuff by:

"Little Trouble" and "Shotty Trouble" by Duke_Nume

Bulletpuff sprites by Tormentor667, Solarsnowfall

Pieces of Chunky Gibs by Creeping_Infected

Beheaded Kamikazi by captain Toenail with support of Tormentor 667 for sprite editing.

Power Slave Textures converted by Ceeb, made by Lobotomy Software

Last edited by Batandy; 04-22-2018 at 07:01 AM.
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Old 05-31-2011, 08:36 AM   #2   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

This is awesome !!! Great work guys

(ps: use [yvideo=video code] tags)
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Old 05-31-2011, 08:45 AM   #3   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

Quote:
Originally Posted by AntonioR View Post
This is awesome !!! Great work guys

(ps: use [yvideo=video code] tags)
Thanks! Fixed!
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Old 05-31-2011, 11:33 AM   #4   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

Looks good.
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Old 05-31-2011, 12:29 PM   #5   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

You know that actually doesn't looks that bad I'll try it out as soon as I get time, keep that server up
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Old 05-31-2011, 02:17 PM   #6   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

Looks interesting. I don't have Doom 2, though. Can't test it.
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Old 05-31-2011, 02:55 PM   #7   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

I don't either, but I'm sure we can find the wad somewhere.

Edit: Alright we can't, I just spend the past 30 mins searching
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Mass Effect 3, It's kind of as if you had to pay extra to see Golum in the LOTR series.
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Last edited by Mischievous; 05-31-2011 at 03:26 PM.
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Old 05-31-2011, 03:52 PM   #8   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

Careful...
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Old 06-01-2011, 03:27 AM   #9   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

I bought Doom 2 and I still own it, ftw.
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Old 06-01-2011, 08:34 AM   #10   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

It's on steam with a low price
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Old 06-01-2011, 04:58 PM   #11   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

You know what would be great? Turning it into an independent IWAD so that you only need Skulltag and the mod to play it. Kind of like Urban Brawl.
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Old 06-02-2011, 02:48 AM   #12   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

Quote:
Originally Posted by Valerie Valens View Post
You know what would be great? Turning it into an independent IWAD so that you only need Skulltag and the mod to play it. Kind of like Urban Brawl.
Actually, i could try to make it compatible with freedoom, because i don't think that making it indipendent would work with doomseeker
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Old 06-02-2011, 05:12 PM   #13   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

You could always ask the ST forums about it.

EDIT :

Okay so I gave the mod a try for a couple of seconds and I have to admit, I am not very impressed. Sorry to say this, but the animations aren't good. The reason the choppy animations in Doom aren't noticeable is because the weapons are low definition, but when you have high-definition screenshots of weapons animated choppily, it really becomes noticeable. This is especially true for the Grenade Launcher animation, it really looks like a couple of frames are taken from completely different instances and lighting conditions.

As for the weapon scripting...well, it pays to try to replicate the weapon behaviour as faithfully as possible instead of taking the easy way out like for the shotguns and pistols. Here's some decorate code from my own project. Mind you, it just started and thus I am using the doom sprites and sounds.


Code:
Actor 357OneChamber : Ammo
{
    Inventory.Amount 0
    Inventory.MaxAmount 6
    Inventory.Icon "PISTA0"
    Ammo.BackpackAmount 0
    Ammo.BackpackMaxAmount 6
    Ammo.DropAmount 0
    +INVENTORY.IGNORESKILL
}

Actor SSAE1Colt : Weapon replaces Pistol
{
    Weapon.AmmoGive 6
    Weapon.Ammotype "357OneChamber"
    Weapon.AmmoUse 1
    Weapon.Kickback 100
    Weapon.SlotNumber 2
    Weapon.SlotPriority 1
    Weapon.Selectionorder 3800
    +WEAPON.AMMO_OPTIONAL
    +WEAPON.WIMPY_WEAPON
    +WEAPON.NOAUTOAIM
    Decal "bulletchip"
    Obituary "%o was plugged by %k."
    States
    {
    Ready:
        PISG A 1 A_WeaponReady
        Loop
    Deselect:
        PISG A 1 A_Lower
        Loop
    Select:
        PISG A 1 A_Raise
        Loop
    Fire:
        PISG A 1 A_JumpIfNoAmmo("Reload")
        PISG B 0 Offset(0,46) 
        PISG B 0 Offset(0,46) A_FireBullets (0.1,0.1,1,Random(12,18),"BulletPuff",FBF_USEAMMO|FBF_NORANDOM)
        PISG B 0 Offset(0,46) A_PlaySound("weapons/pistol", CHAN_WEAPON)
        PISG B 0 Offset(0,46) A_Takeinventory("357TwoChambers",2)
        PISG B 1 Offset(0,46) A_GunFlash
        PISG B 1 Offset(0,48)
        PISG B 2 Offset(0,50)
        PISG B 2 Offset(0,51)
        PISG C 3 Offset(0,51)
        PISG C 2 Offset(0,50)
        PISG B 2 Offset(0,49)
        PISG B 2 Offset(0,48)
        PISG A 3 Offset(0,33)
        PISG A 2 A_Refire
        Goto Ready
    AltFire:
        PISG A 1 A_JumpIfInventory("357OneChamber",0,"Ready")
        PISG A 3 Offset(0,33)
        PISG A 3 Offset(0,34)
        PISG A 3 Offset(0,36)
        PISG A 3 Offset(0,39)
        PISG B 3 Offset(0,53)
        PISG B 3 Offset(0,58)
        PISG C 0 Offset(0,66) A_PlaySound("misc/w_pkup",CHAN_WEAPON)
        PISG C 0 Offset(0,66) A_GiveInventory("357TwoChambers",12)
        PISG C 3 Offset(0,66) A_GiveInventory("357OneChamber",6)
        PISG B 2 Offset(0,58)
        PISG B 2 Offset(0,53)
        PISG A 2 Offset(0,39)
        PISG A 2 Offset(0,36)
        PISG A 2 Offset(0,34)
        PISG A 1 Offset(0,33)
        Goto Ready
    Reload:
        PISG A 1
        PISG A 3 Offset(0,33)
        PISG A 3 Offset(0,34)
        PISG A 3 Offset(0,36)
        PISG A 3 Offset(0,39)
        PISG B 3 Offset(0,53)
        PISG B 3 Offset(0,58)
        PISG C 0 Offset(0,66) A_PlaySound("misc/w_pkup",CHAN_WEAPON)
        PISG C 0 Offset(0,66) A_GiveInventory("357TwoChambers",12)
        PISG C 3 Offset(0,66) A_GiveInventory("357OneChamber",6)
        PISG B 2 Offset(0,58)
        PISG B 2 Offset(0,53)
        PISG A 2 Offset(0,39)
        PISG A 2 Offset(0,36)
        PISG A 2 Offset(0,34)
        PISG A 1 Offset(0,33)
        Goto Ready
    Flash:
        PISF A 4 Bright A_Light1
        Goto LightDone
        PISF A 3 Bright A_Light0
        Goto LightDone
    Spawn:
        TNT1 A 0 A_SpawnItemEx("SSAE2Colts")
        Stop
    }
}



Code:
Actor 357TwoChambers : Ammo
{
    Inventory.Amount 0
    Inventory.MaxAmount 12
    Inventory.Icon "PISTA0"
    Ammo.BackpackAmount 0
    Ammo.BackpackMaxAmount 12
    Ammo.DropAmount 0
    +INVENTORY.IGNORESKILL
}

Actor SSAE2Colts : Weapon replaces Berserk
{
    Inventory.PickupSound "misc/w_pkup"
    Inventory.PickupMessage "Sweet! A second Colt!"
    Weapon.AmmoGive 12
    Weapon.Ammotype "357TwoChambers"
    Weapon.AmmoUse 1
    Weapon.Kickback 100
    Weapon.SlotNumber 2
    Weapon.SlotPriority 0
    Weapon.Selectionorder 3400
    +WEAPON.AMMO_OPTIONAL
    +WEAPON.WIMPY_WEAPON
    +WEAPON.NOAUTOAIM
    Decal "bulletchip"
    Obituary "%o was plugged by %k."
    States
    {
    Ready:
        PISG A 1 A_WeaponReady
        Loop
    Deselect:
        PISG A 1 A_Lower
        Loop
    Select:
        PISG A 1 A_Raise
        Loop
    Fire:
        PISG A 1 A_JumpIfNoAmmo("Reload")
        PISG B 0 Offset(0,46) A_FireBullets (0.1,0.1,1,Random(12,18),"BulletPuff",FBF_USEAMMO|FBF_NORANDOM)
        PISG B 0 Offset(0,46) A_TakeInventory("357OneChamber",1)
        PISG B 0 Offset(0,46) A_PlaySound("weapons/pistol", CHAN_WEAPON)
        PISG B 1 Offset(0,46) A_GunFlash
        PISG B 1 Offset(0,48)
        PISG B 2 Offset(0,50)
        PISG C 3 Offset(0,51)
        PISG C 2 Offset(0,50)
        PISG B 2 Offset(0,48)
        PISG B 0 Offset(0,46) A_FireBullets (0.1,0.1,1,Random(12,18),"BulletPuff",FBF_USEAMMO|FBF_NORANDOM)
        PISG B 0 Offset(0,46) A_PlaySound("weapons/pistol", CHAN_WEAPON)
        PISG B 1 Offset(0,46) A_GunFlash
        PISG B 1 Offset(0,48)
        PISG B 2 Offset(0,50)
        PISG C 3 Offset(0,51)
        PISG C 2 Offset(0,50)
        PISG B 2 Offset(0,48)
        PISG A 3 Offset(0,33) A_ReFire
        PISG A 2
        Goto Ready
    Hold:
        PISG B 0 A_JumpIfNoAmmo("Reload")
        PISG B 0 Offset(0,46) A_FireBullets (0.1,0.1,1,Random(12,18),"BulletPuff",FBF_USEAMMO|FBF_NORANDOM)
        PISG B 0 Offset(0,46) A_TakeInventory("357OneChamber",1)
        PISG B 0 Offset(0,46) A_PlaySound("weapons/pistol", CHAN_WEAPON)
        PISG B 1 Offset(0,46) A_GunFlash
        PISG B 1 Offset(0,48)
        PISG B 2 Offset(0,50)
        PISG C 3 Offset(0,51)
        PISG C 2 Offset(0,50)
        PISG B 2 Offset(0,48)
        PISG B 0 Offset(0,46) A_FireBullets (0.1,0.1,1,Random(12,18),"BulletPuff",FBF_USEAMMO|FBF_NORANDOM)
        PISG B 0 Offset(0,46) A_PlaySound("weapons/pistol", CHAN_WEAPON)
        PISG B 1 Offset(0,46) A_GunFlash
        PISG B 1 Offset(0,48)
        PISG B 2 Offset(0,50)
        PISG C 3 Offset(0,51)
        PISG C 2 Offset(0,50)
        PISG B 2 Offset(0,48)
        PISG A 3 Offset(0,33) A_ReFire
        Goto Ready
    AltFire:
        PISG A 1 A_JumpIfInventory("357TwoChambers",0,"Ready")
        PISG A 3 Offset(0,33)
        PISG A 3 Offset(0,34)
        PISG A 3 Offset(0,36)
        PISG A 3 Offset(0,39)
        PISG B 3 Offset(0,53)
        PISG B 3 Offset(0,58)
        PISG C 0 Offset(0,66) A_PlaySound("misc/w_pkup",CHAN_WEAPON)
        PISG C 3 Offset(0,66) A_GiveInventory("357OneChamber",6)
        PISG B 2 Offset(0,58)
        PISG B 2 Offset(0,53)
        PISG B 2 Offset(0,58)
        PISG C 0 Offset(0,66) A_PlaySound("misc/w_pkup",CHAN_WEAPON)
        PISG C 3 Offset(0,66) A_GiveInventory("357TwoChambers",12)
        PISG B 2 Offset(0,58)
        PISG B 2 Offset(0,53)
        PISG A 2 Offset(0,36)
        PISG A 2 Offset(0,34)
        PISG A 1 Offset(0,33)
        Goto Ready
    Reload:
        PISG A 1
        PISG A 3 Offset(0,33)
        PISG A 3 Offset(0,34)
        PISG A 3 Offset(0,36)
        PISG A 3 Offset(0,39)
        PISG B 3 Offset(0,53)
        PISG B 3 Offset(0,58)
        PISG C 0 Offset(0,66) A_PlaySound("misc/w_pkup",CHAN_WEAPON)
        PISG C 3 Offset(0,66) A_GiveInventory("357OneChamber",6)
        PISG B 2 Offset(0,58)
        PISG B 2 Offset(0,53)
        PISG B 2 Offset(0,58)
        PISG C 0 Offset(0,66) A_PlaySound("misc/w_pkup",CHAN_WEAPON)
        PISG C 3 Offset(0,66) A_GiveInventory("357TwoChambers",12)
        PISG B 2 Offset(0,58)
        PISG B 2 Offset(0,53)
        PISG A 2 Offset(0,36)
        PISG A 2 Offset(0,34)
        PISG A 1 Offset(0,33)
        Goto Ready
    Flash:
        PISF A 4 Bright A_Light1
        Goto LightDone
        PISF A 3 Bright A_Light0
        Goto LightDone
    Spawn:
        PIST A -1
        Stop
    }
}



Code:
Actor SSAE12ga : Ammo replaces Shell
{
    Inventory.Amount 10
    Inventory.MaxAmount 100
    Inventory.Icon "SHELA0"
    Inventory.PickupMessage "12 Gauge shotgun shells +10"
    Inventory.PickupSound "misc/i_pkup"
    Ammo.BackpackAmount 20
    Ammo.BackpackMaxAmount 200
    Ammo.DropAmount 10
    States
    {
    Spawn:
        SBOX A -1
        Stop
    }
}

Actor SSAESingleShotgun : Weapon replaces Shotgun
{
    Inventory.PickupMessage "Ahhhh! My old love!"
    Inventory.PickupSound "misc/w_pkup"
    Weapon.AmmoGive 10
    Weapon.AmmoType "SSAE12ga"
    Weapon.AmmoUse 1
    Weapon.Kickback 250
    Weapon.SelectionOrder 3000
    Weapon.SlotNumber 3
    Weapon.Slotpriority 1
    Decal "bulletchip"
    Obituary "%k pumped %o full of buckshot."
    +NOEXTREMEDEATH
    States
    {
    Ready:
        SHTG A 1 A_WeaponReady
        Loop
    Deselect:
        SHTG A 1 A_Lower
        Loop
    Select:
        SHTG A 1 A_Raise
        Loop
    Fire:
        SHTG A 0 A_FireBullets(frandom(-7,-5),frandom(0.5,1.5),-1,random(10,20),"BulletPuff",FBF_NORANDOM|FBF_EXPLICITANGLE)
        SHTG A 0 A_FireBullets(frandom(-3,-1),frandom(0.5,1.5),-1,random(10,20),"BulletPuff",FBF_NORANDOM|FBF_EXPLICITANGLE)
        SHTG A 0 A_FireBullets(frandom(1,3),frandom(0.5,1.5),-1,random(10,20),"BulletPuff",FBF_NORANDOM|FBF_EXPLICITANGLE)
        SHTG A 0 A_FireBullets(frandom(5,7),frandom(0.5,1.5),-1,random(10,20),"BulletPuff",FBF_NORANDOM|FBF_EXPLICITANGLE)
        SHTG A 0 A_FireBullets(frandom(-5,-3),frandom(-1.5,-0.5),-1,random(10,20),"BulletPuff",FBF_NORANDOM|FBF_EXPLICITANGLE)
        SHTG A 0 A_FireBullets(frandom(3,5),frandom(-1.5,-0.5),-1,random(10,20),"BulletPuff",FBF_NORANDOM|FBF_EXPLICITANGLE)
        SHTG A 0 A_FireBullets(frandom(-1,1),frandom(-1.5,-0.5),-1,random(10,20),"BulletPuff",FBF_USEAMMO|FBF_NORANDOM|FBF_EXPLICITANGLE)
        SHTG A 0 A_PlaySound ("weapons/shotgf", CHAN_WEAPON)
        SHTG A 7 A_GunFlash
        SHTG BCD 5
        SHTG CB 6
        SHTG A 3
        SHTG A 1 A_ReFire
        Goto Ready
    Flash:
        SHTF A 4 Bright A_Light1
        SHTF B 3 Bright A_Light2
        Goto LightDone
    Spawn:
        SHOT A -1
        Stop
    }
}



Code:
Actor SSAEDoubleShotgun : Weapon replaces SuperShotgun
{
    Inventory.PickupMessage "Double the gun, double the fun!"
    Inventory.PickupSound "misc/w_pkup"
    Weapon.AmmoGive 20
    Weapon.AmmoType "SSAE12ga"
    Weapon.AmmoUse 2
    Weapon.Kickback 500
    Weapon.SelectionOrder 2500
    Weapon.SlotNumber 3
    Weapon.Slotpriority 0
    Decal "bulletchip"
    Obituary "%k blasted %o full of buckshot."
    States
    {
    Ready:
        SHT2 A 1 A_WeaponReady
        Loop
    Deselect:
        SHT2 A 1 A_Lower
        Loop
    Select:
        SHT2 A 1 A_Raise
        Loop
    Fire:
        SHT2 A 0 A_FireBullets(frandom(-7,-5),frandom(2.5,3.5),-1,random(10,20),"BulletPuff",FBF_NORANDOM|FBF_EXPLICITANGLE)
        SHT2 A 0 A_FireBullets(frandom(-3,-1),frandom(2.5,3.5),-1,random(10,20),"BulletPuff",FBF_NORANDOM|FBF_EXPLICITANGLE)
        SHT2 A 0 A_FireBullets(frandom(1,3),frandom(2.5,3.5),-1,random(10,20),"BulletPuff",FBF_NORANDOM|FBF_EXPLICITANGLE)
        SHT2 A 0 A_FireBullets(frandom(5,7),frandom(2.5,3.5),-1,random(10,20),"BulletPuff",FBF_NORANDOM|FBF_EXPLICITANGLE)
        SHT2 A 0 A_FireBullets(frandom(-5,-3),frandom(0.5,1.5),-1,random(10,20),"BulletPuff",FBF_NORANDOM|FBF_EXPLICITANGLE)
        SHT2 A 0 A_FireBullets(frandom(3,5),frandom(0.5,1.5),-1,random(10,20),"BulletPuff",FBF_NORANDOM|FBF_EXPLICITANGLE)
        SHT2 A 0 A_FireBullets(frandom(-1,1),frandom(0.5,1.5),-1,random(10,20),"BulletPuff",FBF_NORANDOM|FBF_EXPLICITANGLE)
        SHT2 A 0 A_FireBullets(frandom(-7,-5),frandom(-1.5,-0.5),-1,random(10,20),"BulletPuff",FBF_NORANDOM|FBF_EXPLICITANGLE)
        SHT2 A 0 A_FireBullets(frandom(-3,-1),frandom(-1.5,-0.5),-1,random(10,20),"BulletPuff",FBF_NORANDOM|FBF_EXPLICITANGLE)
        SHT2 A 0 A_FireBullets(frandom(1,3),frandom(-1.5,-0.5),-1,random(10,20),"BulletPuff",FBF_NORANDOM|FBF_EXPLICITANGLE)
        SHT2 A 0 A_FireBullets(frandom(5,7),frandom(-1.5,-0.5),-1,random(10,20),"BulletPuff",FBF_NORANDOM|FBF_EXPLICITANGLE)
        SHT2 A 0 A_FireBullets(frandom(-5,-3),frandom(-3.5,-2.5),-1,random(10,20),"BulletPuff",FBF_NORANDOM|FBF_EXPLICITANGLE)
        SHT2 A 0 A_FireBullets(frandom(3,5),frandom(-3.5,-2.5),-1,random(10,20),"BulletPuff",FBF_NORANDOM|FBF_EXPLICITANGLE)
        SHT2 A 0 A_FireBullets(frandom(-1,1),frandom(-3.5,-2.5),-1,random(10,20),"BulletPuff",FBF_USEAMMO|FBF_NORANDOM|FBF_EXPLICITANGLE)
        SHT2 A 0 A_PlaySound ("weapons/sshotf", CHAN_WEAPON)
        SHT2 A 7 A_GunFlash
        SHT2 B 7
        SHT2 C 7 A_CheckReload
        SHT2 D 7 A_PlaySoundEx ("weapons/sshoto", "Weapon")
        SHT2 E 7
        SHT2 F 7 A_PlaySoundEx ("weapons/sshotl", "Weapon")
        SHT2 G 7 
        SHT2 H 7 A_PlaySoundEx ("weapons/sshotc", "Weapon")
        SHT2 A 5
        SHT2 A 1 A_ReFire
        Goto Ready
    Flash:
        SHT2 I 4 Bright A_Light1
        SHT2 J 3 Bright A_Light2
        Goto LightDone
    Spawn:
        SGN2 A -1
        Stop
    }
}


Yes, using explicit angle may be tedious, but it works.

Last edited by Valerie Valens; 06-02-2011 at 09:53 PM.
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Old 06-03-2011, 06:02 AM   #14   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

Looks interesting, if I had Doom 2 or any knowledge about its modding, I'd try it.
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Old 06-03-2011, 06:42 AM   #15   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

Hello Batandy, I don't want to disturb this but i must: Did you ask Croteam about approval/permissions?

More info in this post:
http://forums.seriouszone.com/showth...603#post934603
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Old 06-03-2011, 09:29 AM   #16   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

Quote:
Originally Posted by BAZOOKA View Post
Hello Batandy, I don't want to disturb this but i must: Did you ask Croteam about approval/permissions?

More info in this post:
http://forums.seriouszone.com/showth...603#post934603
Well thanks,i will probably ask for the permission,because we worked very hard in these months to make it! Btw your mod is cool!Also, check idgames, i downloaded your mod some months ago, so not every link was removed.

Anyway as i said before the weapons are WIP, we are trying to get everything ready to start making maps for single player, when the mod will be complete i'll add twice the frames for each weapon.
And oh,in the next update the colts will have the reload

Last edited by Batandy; 06-03-2011 at 09:36 AM.
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Old 06-03-2011, 06:04 PM   #17   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

Awesome!

Here's something I'd like to share. It's a decorate code for the Serious Sam minigun of my design, and it's prime feature is the use of a minigun spinmeter and multiple spin up/down states so that the spinup/spindown behaviour of the minigun is just like serious sam's. Again, this just uses the Doom 2 resources for now.

Code:
    Actor SpinMeter : Inventory
    {
        Inventory.Icon "MGUNA0"
        Inventory.MaxAmount 8
    }
     
    Actor SSAEMiniGun : Weapon replaces Chaingun
    {
        Inventory.PickupMessage "Minigun, for maximum pleasure!"
        Inventory.PickupSound "misc/w_pkup"
        Weapon.AmmoGive 120
        Weapon.AmmoType "556Nato"
        Weapon.AmmoUse 1
        Weapon.KickBack 150
        Weapon.SelectionOrder 1500
        Weapon.SlotNumber 4
        Weapon.SlotPriority 0
        Decal "bulletchip"
        Obituary "%k ripped %o apart with a minigun."
        States
        {
        Ready:
            CHGG A 1 A_WeaponReady
            Loop
        Deselect:
            TNT1 A 0 A_StopSound(CHAN_BODY)
            TNT1 A 0 A_TakeInventory("SpinMeter",8)
            Goto DeseLoop
        DeseLoop:
            CHGG A 1 A_Lower
            Loop
        Select:
            TNT1 A 0 A_TakeInventory("SpinMeter",8)
            Goto SeLoop
        SeLoop:
            CHGG A 1 A_Raise
            Loop
        Fire:
            CHGG A 1 A_PlaySound("plats/pt1_strt",CHAN_BODY)
            CHGG B 0 A_JumpifInventory("SpinMeter",1,"Fire2")
            CHGG B 1 A_GiveInventory("SpinMeter",1)
            CHGG A 1 A_ReFire("Fire2")
            Goto Release8
        Fire2:
            CHGG A 0 A_JumpifInventory("SpinMeter",2,"Fire3")
            CHGG AB 2 A_GiveInventory("SpinMeter",1)
            CHGG A 1 A_ReFire("Fire3")
            Goto Release8
        Fire3:
            CHGG A 0 A_JumpifInventory("SpinMeter",3,"Fire4")
            CHGG AB 2 A_GiveInventory("SpinMeter",1)
            CHGG A 1 A_ReFire("Fire4")
            Goto Release8
        Fire4:
            CHGG A 0 A_JumpifInventory("SpinMeter",4,"Fire5")
            CHGG AB 2 A_GiveInventory("SpinMeter",1)
            CHGG A 1 A_ReFire("Fire5")
            Goto Release8
        Fire5:
            CHGG A 0 A_JumpifInventory("SpinMeter",5,"Fire6")
            CHGG AB 2 A_GiveInventory("SpinMeter",1)
            CHGG A 1 A_ReFire("Fire6")
            Goto Release8
        Fire6:
            CHGG A 0 A_JumpifInventory("SpinMeter",6,"Fire7")
            CHGG AB 2 A_GiveInventory("SpinMeter",1)
            CHGG A 0 A_ReFire("Fire7")
            Goto Release8
        Fire7:
            CHGG A 0 A_JumpifInventory("SpinMeter",7,"Fire8")
            CHGG AB 2 A_GiveInventory("SpinMeter",1)
            CHGG A 0 A_ReFire("Fire8")
            Goto Release8
        Fire8:
            CHGG A 0 A_JumpifInventory("SpinMeter",8,"Hold")
            CHGG AB 2 A_GiveInventory("SpinMeter",1)
            CHGG A 0 A_ReFire("Hold")
            Goto Release8
        Hold:
            CHGG A 0 A_FireBullets(0.6,0.6,-1,random(6,11),"BulletPuff",FBF_NORANDOM|FBF_USEAMMO)
            CHGG A 0 A_PlaySound("weapons/shotgf",CHAN_WEAPON,0.5)
            CHGG A 0 A_PlaySound("plats/pt1_mid",CHAN_BODY,2,1)
            CHGG A 1 A_GunFlash
            CHGG B 1 A_FireBullets(1,1,-1,random(6,11),"BulletPuff",FBF_NORANDOM)
            TNT1 A 0 A_Refire("Hold2")
            Goto Release8
        Hold2:
            CHGG A 0 A_FireBullets(0.6,0.6,-1,random(6,11),"BulletPuff",FBF_NORANDOM|FBF_USEAMMO)
            CHGG A 0 A_PlaySound("weapons/shotgf",CHAN_WEAPON,0.5)
            CHGG A 1 A_GunFlash
            CHGG B 1 A_FireBullets(1,1,-1,random(6,11),"BulletPuff",FBF_NORANDOM)
            TNT1 A 0 A_Refire("Hold2")
            Goto Release8
        Release8:
            CHGG A 1 A_PlaySound("plats/pt1_stop",CHAN_BODY)
            CHGG A 0 A_JumpIfInventory("SpinMeter",8,1)
            Goto Release7
            TNT1 A 0
            CHGG AB 2 A_TakeInventory("SpinMeter",1)
            TNT1 A 0 A_ReFire("Fire")
            Goto Release7
        Release7:
            CHGG A 0 A_JumpIfInventory("SpinMeter",7,1)
            Goto Release6
            CHGG AB 2 A_TakeInventory("SpinMeter",1)
            TNT1 A 0 A_ReFire("Fire")
            Goto Release6
        Release6:
            CHGG A 0 A_JumpIfInventory("SpinMeter",6,1)
            Goto Release5
            CHGG AB 3 A_TakeInventory("SpinMeter",1)
            TNT1 A 0 A_ReFire("Fire")
            Goto Release5
        Release5:
            CHGG A 0 A_JumpIfInventory("SpinMeter",5,1)
            Goto Release4
            CHGG AB 3 A_TakeInventory("SpinMeter",1)
            TNT1 A 0 A_ReFire("Fire")
            Goto Release4
        Release4:
            CHGG A 0 A_JumpIfInventory("SpinMeter",4,1)
            Goto Release3
            CHGG AB 3 A_TakeInventory("SpinMeter",1)
            TNT1 A 0 A_ReFire("Fire")
            Goto Release3
        Release3:
            CHGG A 0 A_JumpIfInventory("SpinMeter",3,1)
            Goto Release2
            CHGG AB 4 A_TakeInventory("SpinMeter",1)        
            TNT1 A 0 A_ReFire("Fire")
            Goto Release2
        Release2:
            CHGG A 0 A_JumpIfInventory("SpinMeter",2,1)
            Goto Release
            CHGG AB 4 A_TakeInventory("SpinMeter",1)
            TNT1 A 0 A_ReFire("Fire")
            Goto Release
        Release:
            CHGG A 0 A_JumpIfInventory("SpinMeter",1,1)
            Goto Ready
            CHGG AB 4 A_TakeInventory("SpinMeter",1)        
            TNT1 A 0 A_ReFire("Fire")
            Goto Ready
        Flash:
            CHGF A 2 Bright A_Light1
            Goto LightDone
            CHGF B 3 Bright A_Light1
            Goto LightDone
        Spawn:
            MGUN A -1
            Stop
        }
    }

Last edited by Valerie Valens; 06-03-2011 at 06:18 PM.
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Old 06-05-2011, 07:14 AM   #18   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

Mhh looks cool, i will use it in the future (with proper credit ;D)
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Old 06-20-2011, 03:11 PM   #19   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

Well, update:
We sent an e-mail to Croteam some weeks ago, but we still haven't got a response,but i kept the game updated: i've finally fixed the sniper rifle to work like sam without crashes and bugs (thanks to Ghastly from the skulltag and realm667 forum for the crash fix)
New weapons are on the way, including Viper's Spas12 and some SS3 based weapons!
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Old 06-22-2011, 01:58 AM   #20   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

Croteam is a bit busy right now..
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Old 06-23-2011, 05:41 AM   #21   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

You should just look for look-alike textures. It's not hard to do that these days, especially since they are so low res and there are massive texture resources online.
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Old 08-02-2011, 03:21 AM   #22   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

What's more epic than fighting nazis while a kamikaze is going to explode in your face?
http://img837.imageshack.us/img837/7733/screenshotdoom201108011.png

http://img683.imageshack.us/img683/7733/screenshotdoom201108011.png

http://img853.imageshack.us/img853/7733/screenshotdoom201108011.png

http://img845.imageshack.us/img845/7733/screenshotdoom201108011.png

http://img685.imageshack.us/img685/7733/screenshotdoom201108011.png

http://img847.imageshack.us/img847/7733/screenshotdoom201108011.png

Album Imageshack http://imageshack.us/g/683/screenshotdoom201108011.png/
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Old 08-02-2011, 01:20 PM   #23   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

nice work Batandy! I will be scavanging for my DOOM2.WAD so I cancheck this out for myself! I have to ask though, are there demons from DOOM mixed here as well?
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Old 08-04-2011, 01:58 PM   #24   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

Well, thanks a lot! (that map was made by duke_nume btw )
For now there DooM demons too (if we'll manage to rip many enemies from sam we'll remove them, even if they keep the "retro" feel)
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Old 08-04-2011, 02:59 PM   #25   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

Sweet! your weolcome!
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Old 08-15-2011, 01:39 AM   #26   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

Will have to give this a try
I do believe you need to make 8-bit weapons - they REALLY stand out and clash with the levels.
Also I did rip the Serious Sam GBA soundtrack - it'd probably suit these maps very well
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Old 08-22-2011, 04:27 AM   #27   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

Remastering hd weapons, double the frames, double the action!
YouTube Video: Serious Sam: TRE Remastering hd weapons
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Old 08-24-2011, 09:03 PM   #28   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

Hah.
This looks good.
Widescreen support?
High resolution support?
Or just the original Doom2 640x320?

Last edited by Dave3d; 08-24-2011 at 09:07 PM.
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Old 08-25-2011, 04:52 AM   #29   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

Quote:
Originally Posted by Dave3d View Post
Hah.
This looks good.
Widescreen support?
High resolution support?
Or just the original Doom2 640x320?
Widescreen and normal, as i have a 1680x1050 monitor while duke nume has a 1280x1024 monitor.
I forgot to say that now Neurological is helping us to make new musics! This wad will have a completely new soundtrack (based on the sam's one)
Check out his previous works:
http://www.youtube.com/user/Neurological1

Last edited by Batandy; 08-25-2011 at 04:55 AM.
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Old 08-25-2011, 01:33 PM   #30   Add To Ignore List  
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Default Re: Serious Sam : The Retro Encounter

Sweet.
I have 1680x1050 also.
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