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Old 03-01-2014, 09:09 PM   #91   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

Yes I have the Open Beta 2 and all the patches. I did everything you said.

The log shows nothing but thousands of lines of this:

Quote:
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x450039a1)' doesn't exist!
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x16003c30)' doesn't exist!
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x17003f92)' doesn't exist!
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x3a002bfd)' doesn't exist!
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x30003a8f)' doesn't exist!
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x6f002d0d)' doesn't exist!
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x51003b38)' doesn't exist!
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x4a00384c)' doesn't exist!
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x05001ac7)' doesn't exist!
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x43002c70)' doesn't exist!
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x2900338a)' doesn't exist!
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x40003b96)' doesn't exist!
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x840028b4)' doesn't exist!
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x34003091)' doesn't exist!
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x2a003a52)' doesn't exist!
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x49001372)' doesn't exist!
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x3c001b3c)' doesn't exist!
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x48002af5)' doesn't exist!
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x2b0019cf)' doesn't exist!
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x34002f16)' doesn't exist!
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x2700341b)' doesn't exist!
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x3f00380d)' doesn't exist!
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x170033f0)' doesn't exist!
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x2d0037b1)' doesn't exist!
17:03:16 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x37001c39)' doesn't exist!
17:03:17 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x2a003889)' doesn't exist!
17:03:17 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x23003385)' doesn't exist!
17:03:17 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0xf5003c9d)' doesn't exist!
17:03:17 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x31003942)' doesn't exist!
17:03:17 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x0e003f30)' doesn't exist!
17:03:17 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x34002e81)' doesn't exist!
17:03:17 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x17003eb5)' doesn't exist!
17:03:17 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x2a003aac)' doesn't exist!
17:03:17 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x2d003d44)' doesn't exist!
17:03:17 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x3d002e83)' doesn't exist!
17:03:17 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x140037b9)' doesn't exist!
17:03:17 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0xc7003e93)' doesn't exist!
17:03:17 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x35003396)' doesn't exist!
17:03:17 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x21002ff0)' doesn't exist!
17:03:17 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x19003eb5)' doesn't exist!
17:03:17 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0xdd0029a4)' doesn't exist!
17:03:17 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x3600300c)' doesn't exist!
17:03:17 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x11001b66)' doesn't exist!
17:03:17 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x41003681)' doesn't exist!
17:03:17 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x4f003359)' doesn't exist!
17:03:17 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x39002c69)' doesn't exist!
17:03:17 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x38002b25)' doesn't exist!
17:03:17 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x37002f16)' doesn't exist!
17:03:17 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x54002e9c)' doesn't exist!
17:03:18 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x3b003d97)' doesn't exist!
17:03:18 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x4000233b)' doesn't exist!
17:03:23 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x38003bf0)' doesn't exist!
17:03:24 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x2f0034dd)' doesn't exist!
17:03:24 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x39001c7b)' doesn't exist!
17:03:24 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x52002959)' doesn't exist!
17:03:24 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x14003fa6)' doesn't exist!
17:03:24 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x58003365)' doesn't exist!
17:03:24 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x6800321a)' doesn't exist!
17:03:24 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x14003f30)' doesn't exist!
17:03:24 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x940028b4)' doesn't exist!
17:03:25 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x1a003b3b)' doesn't exist!
17:03:25 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x10001caa)' doesn't exist!
17:03:25 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x48002e83)' doesn't exist!
17:03:25 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x52002ac8)' doesn't exist!
17:03:25 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x21003ee1)' doesn't exist!
17:03:25 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x25003b68)' doesn't exist!
17:03:26 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x2c003eec)' doesn't exist!
17:03:26 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x2f00383a)' doesn't exist!
17:03:26 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x72002d0d)' doesn't exist!
17:03:26 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x67003d72)' doesn't exist!
17:03:26 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x360028a3)' doesn't exist!
17:03:26 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x1e003b3b)' doesn't exist!
17:03:26 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x39002f2a)' doesn't exist!
17:03:26 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x47003d75)' doesn't exist!
17:03:26 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x1a003fa6)' doesn't exist!
17:03:26 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x51003a00)' doesn't exist!
17:03:26 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0xc8001cd7)' doesn't exist!
17:03:26 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x2900137a)' doesn't exist!
17:03:26 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x2e002997)' doesn't exist!
17:03:26 WRN: Specified 'Texture' UV-map in '#ObjectAddress(CStandardShaderArgs, 0x2b003d4b)' doesn't exist!
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Old 03-02-2014, 04:14 AM   #92   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

Which map is that?

Which map crashes when you try to load a save?

Also, please, send me the whole log after you crashed the game doing one of the above, probably both. If it's too large, upload it to pastebin. I need a log about the backpack crash and the save game crash too.
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Old 03-02-2014, 04:55 AM   #93   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

I knew I've heard about this backpack crash before! There were someone reporting this, and it is not related to my mod: http://steamcommunity.com/app/41010/...?insideModal=1

Somewhere else I read that verifying the game's cache in Steam -might- solve it.
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Old 03-02-2014, 06:00 AM   #94   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

Well as far as I know the bug with the map(The Great Obelisk)is not fixed even after the patch.I started a MP game with my friend(2/2 players)and we get stuck in the first room after the spawn triggers do their work.
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Old 03-02-2014, 06:10 AM   #95   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

Yes, found that bug after the last patch. Will be fixed in next beta. You can try using cheats to get out of that area. We did the same during the test.
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Old 03-02-2014, 06:17 AM   #96   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

Well I did use Developer Cheats but what`s the point of the MP then?It spoils the fun.Oh and i would love to tell you one more bug I found on the last level.Those 3D pillars you did...You can jump on them.
http://i.imgur.com/XoLk5Dz.jpg
This way I finished the level in less then 10 minutes.
Oh and another bug on the same level:
Those pillars that come out of sand if you go in them you can become invincible to kleers in the first room of the level.
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Old 03-02-2014, 06:22 AM   #97   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

Wait what? Weird, I placed barriers around the level, you could still go OoM? I'll have to look into that... Can you elaborate how you did that?

Also, going IN the pillars? What?

As for the first comment: Well, this mod is a Beta, and this is Beta Testing. The point of MP right now is testing if the mod works in MP and if there are bugs. The fun will come later when the thing is released.
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Old 03-02-2014, 06:33 AM   #98   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

Yes.That is correct.In the first area where you fight kleers on the last level of SS HD:Extended those colored pillars rise from the ground.And i step on the sand before they rise and you can go threw the pillar.Soo your basicly in the pillar.And no one can hit you.Oh and the barriers...The place where you can just its where the little pool with the fishes.The same area as when you started your video on YouTube.Then after you pickup that !~water element~!you go back to the pool.And the area where those water protected doors were.In that specific area when you walk threw the doors you can jump on those pillars and jump on the right side of the doors.Then you can just walk.And that`s it for that bug.But there`s even more bugs as far as I know.Well good luck is all I can say.
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Old 03-02-2014, 08:42 AM   #99   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

Well, that's why there's this open beta, so a lot of people play the maps and they find a lot of bugs I don't. So I really appreciate the effort.

The pillar thing is something I feared may happen, now that I found out that the sphinx statues can be destroyed completely, even though I set them to not do that. Pretty weird. Will find a solution to that.
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Old 03-06-2014, 10:52 PM   #100   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

I should've said something earlier. There seems to be a bug in the Great Obelisk level. The second door does not open (the one that leads you to the back of the Obelisk). I tried everything without cheating.

EDIT: It seems I missed a trigger for a wave of enemies and then the Highlander before opening the second door. Perhaps this trigger isn't there if you play with infinite ammo.

Also, sometimes the total enemy count of a level can glitch out.
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Last edited by Serious Wolfer; 03-06-2014 at 11:58 PM.
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Old 03-07-2014, 02:35 AM   #101   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

Did you play the level in coop? In coop, the second door won't open due to a scripting bug. The Highlander and other waves spawned there are from the "Secret Second Round".

What do you mean that the enemy count can glitch out?
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Old 03-07-2014, 05:29 PM   #102   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

First off, no I did not play coop.


Second, the enemy count does glitch at times.

Sometimes if you play in Serious Mode and start map(s) the moment after they load completely, the game play will not recognize the additions (more enemies, etc.) and revert the game play back to Normal/Hard mode.

You know how in some areas in the maps (in Serious Mode), red arachnoids spawn in place of the yellow ones? If that doesn't happen at all in Serious Mode, then you'll know what I'm talking about.

If you see it happen, look at the enemy count. Once you remember that number, load back the previous level and complete it again. Once the map loads again, look at the enemy count again. The bug goes away if the total enemy count is up.
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Old 03-07-2014, 05:51 PM   #103   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

That's weird, I tested it myself in SP and it worked.

Wait what? How they can "revert"? That's simply not possible in the way the game was made.

You sure you don't have an old version (Open Beta 1) of the mod? Maybe it collides with that, because what you're describing to be is impossible to happen. The game literally shouldn't make that happen at all.
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Old 03-08-2014, 09:20 AM   #104   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

So, I've been browsing through some old FB posts about SSHD, and found out that this bug you mentioned is real, and has been in SSHD for the longest time:

"...there is one bug in both HD games where enemies, that spawn specifically on Hard and higher difficulty, don't spawn on those difficulties at all after you load the game from a quick save or auto save, thus making the game easier unless you start every level separately."
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Old 03-15-2014, 07:37 PM   #105   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

Still accepting feedback!
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Old 03-16-2014, 08:12 PM   #106   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

Ok
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Old 03-17-2014, 05:15 PM   #107   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

Quote:
Originally Posted by Roy O'Bannon View Post
Ok
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Old 03-17-2014, 05:38 PM   #108   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

Proper feedback, not shitposting.
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Old 04-02-2014, 11:58 PM   #109   Add To Ignore List  
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Smile Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

So, what happens after I play after Karnak Lake and Alley? I hope it will lead to the Great Pyramid for now since the Open Beta only ends on that level for now.... Also, I hope there's a secret guide for new secrets since I only know the vanilla ones.
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Old 04-03-2014, 01:37 AM   #110   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

You will see... eventually.

Also, any feedback on the levels themselves? I'd love to hear your opinions about it, or if you have found any problems.
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Since Old Lost Age I Shine

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Old 04-03-2014, 03:26 AM   #111   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

I think I have a recommendation to this entire project. It would be best that some mappers of this community can assist you in doing the extended project as well so that there are no delays that will take for 5 years onwards. It's really hard to do things alone.
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Old 04-03-2014, 05:17 AM   #112   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

Recommendations:
GENERAL:
- Can you make an optional patch for the minigun in case if some people don't want the minigun using classic stats. (Damage is 10 in classic. Damage is 20 in HD.) - I think I made it back to its default damage and speed again thanks to Serious Editor....... you may or not ignore this one....
LEVELS:
1.) Hatshepsut Temple
- During the part where the chainsaw is, it would be best if the gnaars spawn on top and then fall down to your location. It seems that the gnaars can't fall down and decide to wait for you.
2.) It would be best if there are secret Serious Bombs only in the Egypt levels. However, make them very rare since they make their regular appearance in the Second Encounter. It's because there's one Serious Bomb present in the first level.
3.) Since there is a secret sniper on the first level and a secret sniper ammo as well. It would be best if there are ammo packs in a secret area or a secret area that contains sniper ammo throughout.
4.) City of Memphis - Metropolis
- The buildings outside of the playable area are more darker. Make them brighter just like the same lighting in the playable area.
- There is an +50 Armor on top of a "prop" in the area in which you'll collect 4 scarab keys. I suggest you put it to the ground.
5.) During the last arena, Sam must say "That's right, it's all in the wrist" and "Now, that's alot of Bull" when the entire wave of enemies are killed. In this beta, he says those one-liners when you killed the max enemies spawn before he says it.
6.) Temple of Ptah
- In the Chamber of Cosmos, some orbs especially the big ones are very hard to press the use key on them.
7.) The secrets in this level are very hard to find. I only found 3 out of 4 secrets. Hmm... where could the last one be. I found the +200 armor, +600 Napalm/+300 Napalm and +8/+4 Cannonballs.
8.) Cleric Wards
- The bug in which the door won't open after picking up the cobra is still there... Try and fix it??? Or I just did something wrong....
9.) The Grand Obelisk
- The door leading to the back yard of the Grand Obelisk (with the secret +100 health on top of it) won't open.
10.) Alley of the Sphinxes - Approaching Thebes
- There is no end cutscene after you have enter the exit room in which Sam runs through the Generous Yard secret in Karnak.

MORE RECOMMENDATIONS WILL COME LATER......

Last edited by Nevermore2790; 04-04-2014 at 12:29 AM.
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Old 04-03-2014, 05:32 AM   #113   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

0.) I'm pretty sure most mappers have other things to do. I rather do most things myself. But not everything, fortunately I do get help from the great people of this site when I need some.

1.) Yes, I've been thinking about fixing that somehow that makes sense.

2.) Hmm. Maybe I will provide a patch, but the game will be balanced around the classic stats, so we will see.
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Old 04-03-2014, 10:43 PM   #114   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

ADDITIONAL RECOMMENDATIONS:
- Make the puzzles in Temple of Ptah not very hard but seemingly easy. Make the chambers brighter. However, the pits must be still dark.
- It would be best if Clerical Wards and the Grand Obelisk must be behind the Temple of Ptah. I noticed a misalignment from Metropolis to Grand Obelisk.
- In Karnak - The First Pylons, how did I get a Grenade Launcher instantly??
- Where is the Lasergun in Episode 2?? I haven't seen a single Lasergun. Is it in the Sacred Lake chapter or onwards??
- In Sacred Lake, after collecting all 4 gold ankhs, NETRICSA analyzes another magical barrier. It would be best if NETRICSA analyzes it when you entered that area.
- Also, I don't know where the 4th secret of that level is?? I only have the Croteam Head fake Gold Ankh secret, +100 Health and the Nostalgia Yard?? Where could the 4th be??

PLEASE ALWAYS READ MY RECOMMENDATIONS especially the previous ones..

Last edited by Nevermore2790; 04-04-2014 at 11:41 PM.
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Old 04-04-2014, 04:48 AM   #115   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

Quote:
Originally Posted by Nevermore2790 View Post
Recommendations:
GENERAL:
- Can you make an optional patch for the minigun in case if some people don't want the minigun using classic stats. (Damage is 10 in classic. Damage is 20 in HD.) - I think I made it back to its default damage and speed again thanks to Serious Editor....... you may or not ignore this one....
Hmm. Maybe I will provide a patch, but the game will be balanced around the classic stats, so we will see.

Quote:
Originally Posted by Nevermore2790 View Post
LEVELS:
1.) Hatshepsut Temple
- During the part where the chainsaw is, it would be best if the gnaars spawn on top and then fall down to your location. It seems that the gnaars can't fall down and decide to wait for you.
Yes, I've been thinking about fixing that somehow that makes sense.

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Originally Posted by Nevermore2790 View Post
2.) It would be best if there are secret Serious Bombs only in the Egypt levels. However, make them very rare since they make their regular appearance in the Second Encounter. It's because there's one Serious Bomb present in the first level.
There are only secret Serious Bombs, yeah. I think there are only two in Episode 1, both secrets. TSE weapons and powerups will only appear in secret during the Egypt episodes, otherwise there would be nothing special in the TSE episodes.

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Originally Posted by Nevermore2790 View Post
3.) Since there is a secret sniper on the first level and a secret sniper ammo as well. It would be best if there are ammo packs in a secret area or a secret area that contains sniper ammo throughout.
Good idea.

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Originally Posted by Nevermore2790 View Post
4.) City of Memphis - Metropolis
- The buildings outside of the playable area are more darker. Make them brighter just like the same lighting in the playable area.
- There is an +50 Armor on top of a "prop" in the area in which you'll collect 4 scarab keys. I suggest you put it to the ground.
- They are naturally darker, as the sun is behind them and they create a shadow. If you look at the towers on the other side, they are brighter, because that side of them is reached by the sun. It's natural that those building on one side are darker.

- I'll check that and will fix it.

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Originally Posted by Nevermore2790 View Post
5.) During the last arena, Sam must say "That's right, it's all in the wrist" and "Now, that's alot of Bull" when the entire wave of enemies are killed. In this beta, he says those one-liners when you killed the max enemies spawn before he says it.
I haven't touched the fight at all. It's like this in the original too.

Quote:
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6.) Temple of Ptah
- In the Chamber of Cosmos, some orbs especially the big ones are very hard to press the use key on them.
Yes, that's a problem. Thing is that it is made with invisible switches that still have their collisions otherwise they don't work, so it's kinda problematic... will try to think a good solution.

Quote:
Originally Posted by Nevermore2790 View Post
7.) The secrets in this level are very hard to find. I only found 3 out of 4 secrets. Hmm... where could the last one be. I found the +200 armor, +600 Napalm/+300 Napalm and +8/+4 Cannonballs.
Secrets are generally hard to find on every level, there are always easy ones and hard ones. Hint for this secret: There are golden vases throughout the level. You need to destroy those.

Quote:
Originally Posted by Nevermore2790 View Post
8.) Cleric Wards
- The bug in which the door won't open after picking up the cobra is still there... Try and fix it??? Or I just did something wrong....
You have to put the cobra on the pedestal near the door.

Quote:
Originally Posted by Nevermore2790 View Post
9.) The Grand Obelisk
- The door leading to the back yard of the Grand Obelisk (with the secret +100 health on top of it) won't open.
Yes, it is a well known bug. It has been fixed internally.

Quote:
Originally Posted by Nevermore2790 View Post
10.) Alley of the Sphinxes - Approaching Thebes
- There is no end cutscene after you have enter the exit room in which Sam runs through the Generous Yard secret in Karnak.
That's deliberate. You see, "Alley of the Sphinxes" is the 1st level of Episode 2, however "Karnak: The First Pylons" is now the 7th. There are 5 new levels between the two, but they are still in the works.

Quote:
Originally Posted by Nevermore2790 View Post
ADDITIONAL RECOMMENDATIONS:
- Make the puzzles in Temple of Ptah not very hard but seemingly easy. Make the chambers brighter. However, the pits must be still dark.
The chambers are already brighter than they were with the original lighting, I find them a little too bright actually. The puzzles themselves are not hard, with the exception of the one with the invisible platforms. That will be changed.

Quote:
Originally Posted by Nevermore2790 View Post
- It would be best if Clerical Wards and the Grand Obelisk must be behind the Temple of Ptah. I noticed a misalignment from Metropolis to Grand Obelisk.
If you follow the story in the Netricsa messages, it is explained that Clerical Wards and the Grand Obelisk are in a completely different region of the city than Temple of Ptah; indeed they are to the east. Between Sam leaving the Temple and going to Clerical Wards, there's basically a skip where he goes to this other suburbs area. I guess I could put a level there, but I don't think it's necessary, nor I really have ideas for yet another Episode 1 level.

Quote:
Originally Posted by Nevermore2790 View Post
- In Karnak - The First Pylons, how did I get a Grenade Launcher instantly??
On a not yet implemented previous level.

Quote:
Originally Posted by Nevermore2790 View Post
- Where is the Lasergun in Episode 2?? I haven't seen a single Lasergun. Is it in the Sacred Lake chapter or onwards??
If you read the Netricsa, there's another level after Sacred Lake, the Temple of Amon Ra, which is not yet implemented (though a heavily WIP version was left in the OB2 by mistake, but you can only play it in the editor). The Lasergun is found on that level.
You see, due to Episode 2 being larger and longer than the original, the weapon placement was also changed a lot. This is why you only get the Minigun in Amon Complex, rather than having it from Alley.

Thanks for the feedback!
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Old 04-04-2014, 08:23 PM   #116   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

It doesn't seem right when the Minigun is in Amon Complex and the Laser on Temple of Amon-Ra. It would be best if they are found earlier before Karnak. As for the 5 levels before Karnak, it doesn't fit right because Alley of the Sphinxes takes place in the night. Then, the Commons District will be in the night as well. Then, Karnak is in the morning (it's in the night in Classic). Or you can make a secret on those weapons. Also, I have a suggestion music for the Sacred Lake..... It would be best if the final music for that level is a remix of the music used in Thebes - Luxor (now known as Amon Complex).

I have finished the Open Beta 2.... Please read all the recommendations especially the new ones I edited.... I hope you can double time your Serious Sam HD Extended Project. You kinda reminded me of TEXTFAMGUY1, the one who made Surface Tension Uncut and On a Rail Uncut.

Last edited by Nevermore2790; 04-04-2014 at 11:42 PM.
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Old 04-05-2014, 04:45 AM   #117   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

Yes, the levels between Alley and Karnak will be set at night, including a Night version of Hatshepsut Temple, with the closed areas open, referencing the original level from SS1 Alpha.

Since we have like 36 levels set in Egypt, it's important to make them different. Having some night levels help with that.

Sacred Lake will have its own music, don't you worry.

Quote:
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In Sacred Lake, after collecting all 4 gold ankhs, NETRICSA analyzes another magical barrier. It would be best if NETRICSA analyzes it when you entered that area.
You mean the Fire Barrier? Netricsa analyzes that when all gnaars have died to the traps.

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Originally Posted by Nevermore2790 View Post
Also, I don't know where the 4th secret of that level is?? I only have the Croteam Head fake Gold Ankh secret, +100 Health and the Nostalgia Yard?? Where could the 4th be??
Somewhere at the beginning.
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Old 04-05-2014, 05:21 AM   #118   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

Quote:
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Yes, the levels between Alley and Karnak will be set at night, including a Night version of Hatshepsut Temple, with the closed areas open, referencing the original level from SS1 Alpha.

Since we have like 36 levels set in Egypt, it's important to make them different. Having some night levels help with that.

Sacred Lake will have its own music, don't you worry.



You mean the Fire Barrier? Netricsa analyzes that when all gnaars have died to the traps.



Somewhere at the beginning.
How do I get that +100 health secret anyway??? I just used the fly cheat. About that secret in the beginning, I don't know where it is..... XD..

Last edited by Nevermore2790; 04-05-2014 at 05:44 AM.
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Old 04-05-2014, 10:47 AM   #119   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

There's a switch somewhere in the Sacred Lake area that lowers the platform with the +100 health. It's a secret, of course it's hard to find.
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Old 04-08-2014, 09:54 AM   #120   Add To Ignore List  
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Default Re: [PROJECT]Serious Sam HD: Extended - Open Beta Testing (Open Beta 2 is OUT!)

Can you add the Spaceship ambient sound in the Great Pyramid just like in the Classics. Because in Serious Sam HD, the Spaceship is very quiet (no sound; however, it has a file - SpaceShipEngine.wav). It's very notable when the Fight music with Ugh-Zan III stopped - Sam was already in the Spaceship after Ugh-Zan is defeated. Also, play that Bridge track (played as well in the Classics. File is Bridge.ogg - located in the cutscenes folder) when you collected the Fire Element in Valley of the Kings. Both of them are in the game files (.gro files)..

Last edited by Nevermore2790; 04-09-2014 at 05:47 AM.
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