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Old 06-25-2015, 07:30 AM   #1   Add To Ignore List  
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Default Serious Sam HD Extended: Episode 1 release thread!

http://i.imgur.com/qC8ZJ5Gl.jpg

WARNING! This mod requires you to own The First Encounter HD (aka Fusion DLC) and Legend of the Beast DLC! You also need the Ultimate Enemy Pack!

-------------------------------------------------------

GET IT HERE: http://steamcommunity.com/sharedfile.../?id=468808409

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Introduction

"In the 22nd century, humanity is attacked and slowly exterminated by a horde of alien monsters, lead by Notorious Mental. Sam "Serious" Stone, the last man on Earth is forced to go back in time to change what went wrong..."


Serious Sam HD Extended is a fan-made reboot/retelling of Serious Sam 1/HD. Its main goal is to update the game's story as if it was made after its prequel, Serious Sam 3 BFE. The story is also expanded upon with more lore and more locations, with more mysteries to solve and more enemies to fight.

After 3 years of work, its first episode is ready for release. And it comes with a demo of the second episode!


Main Features:

- 18 levels of mayhem, which includes:
  • 10 levels of highly enhanced original levels, some with rebalanced difficulty
  • The 3 DLC levels, completely redesigned
  • 5 completely new levels
- New enemy types, powered by the Ultimate Enemy Pack
- Breakable pots! Some might hide items, some might be trapped!
- Lots of new NETRICSA messages, with more detailed story and lore
- 4 Bosses to fight
- Every level contains a LORE ITEM, which forms a backstory when completed
- Some weapon changes:
  • The Minigun now fires twice as fast, but its bullets have a halved damage, just like in SS1 Classic
  • The Single Shotgun was made to have less spread and more accurate
  • The Double Shotgun was made to have more spread, but shoots more pellets


Episode 2 Demo features:

- 6 levels; 4 enhanced original levels, 2 completely new levels.

Of course, I see you walking up to me and asking "But Solais, you released almost all TFE levels. What else to show?" To which I say "Well my friend who somehow broke into my house uninvited, that's because there are more completely new levels to come, as Episode 2 is full of them!"

However, I can't promise a release date yet, as I've have some real life events upcoming for a while. But I ensure you that Ep2 will be completed later!


Known Issues

It is known that due to the project updating the graphics of the game a little, people who could run the game effortlessly before might experience some hitches. This is especially true for the "Holy Gardens" level, which can cause desync in multiplayer if the host machine is too slow.


Screenshots

http://i.imgur.com/Vo1Km06m.jpg http://i.imgur.com/d8iQADgm.jpg
http://i.imgur.com/vrdzp7ym.jpg http://i.imgur.com/SOvTuVwm.jpg
http://i.imgur.com/Sbygfbfm.jpg http://i.imgur.com/lK86lwzm.jpg
http://i.imgur.com/XQV50oGm.jpg http://i.imgur.com/a7maeh6m.jpg
http://i.imgur.com/Dtf6BBmm.jpg http://i.imgur.com/WL1YMxom.jpg


Videos (*note that the videos show much earlier versions of the mod)

YouTube Video: Episode 1 Intro


YouTube Video: Episode 1 Trailer



Music

The project features original music composed by Valerie Valens (aka Lady Fuzztail). You can download the soundtrack here: http://ladyfuzztail.kicktone.com/prs...ollection-vol1


Credits and Contributors; Huge thanks to their help! (in no particular order)

Zocky
Mischievous
Devostator
Hipshot
Marko J.
Danker/Dankzaii/Vanya
(k)/Ronsemberg
Viper45/JasonBob45
Louva-Deus
Mongo
SpyroGuy
dragon99919
noam 2000
Biomechanoid
Ryason55
Squadala
Valerie Valens


Possible Bugs

This mod is huge, and while it took months to test it, it is very likely that there are many more left. Please report any bugs you can find, so I can fix them!

Enjoy!
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Last edited by Solais; 06-25-2015 at 12:39 PM.
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Old 06-25-2015, 07:53 AM   #2   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

It has been released! Thank you. Gonna play it soon. Good luck with Episode 2 soon .
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Old 06-25-2015, 08:25 AM   #3   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

http://i1134.photobucket.com/albums/m609/Sacorguy79/clarkson.gif

Welp, time to forget what time management is. I'll be playing this for the next century, don't wake me up.
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Old 06-25-2015, 09:42 AM   #4   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Awesome, gonna get the workshop release right now!
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Old 06-25-2015, 10:50 AM   #5   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Quote:
Originally Posted by Devostator View Post
Awesome, gonna get the workshop release right now!
+1
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Old 06-25-2015, 10:58 AM   #6   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

That intro was really nicely made!
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Old 06-25-2015, 11:02 AM   #7   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Please don't kill me or punish me because I am sorry of what I did last year for being a douche .

I've played the first level (Hatshepsut) and I notice something though they are all minor.
- The 2 doors on the secret yard somewhat have a door loop play for about 3 seconds only then stops playing, but it has an end sound when the door stops moving.
- The Gnaars seem to not fall properly unless they push each other in that secret "Alligator Pit."
- You can't cut down trees with a knife and/or chainsaw. Those custom trees are the ones can't be cut by those weapons.
- The grasses on the Hatshepsut Temple and "the other temple" seem to have sand properties and not grass (step sound is using sand).

NETRICSA Messages:
- I just noticed that Harpies have some typos of their description like: Abu Simnel (it's suppose to be Abu Simbel).

More soon... (not sure if it will be in a new post or I'll just edit this. I might need help)

Keep up the awesome work.
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Old 06-25-2015, 11:29 AM   #8   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Oh right, forgot from the description that some weapons have been slightly changed. Added now.
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Old 06-25-2015, 06:23 PM   #9   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

My body is ready.
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Old 06-25-2015, 07:15 PM   #10   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

I didn't notice the Shotgun spread. I'll check it out. That's new to me.
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Old 06-25-2015, 11:13 PM   #11   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Hey I also found a couple of glitches and bugs and some other stuff while playing this mod, well first of all:

http://images.akamai.steamusercontent.com/ugc/450706714323862456/4D13D940E58D1166CECAD26ED049FB2B6DE59E34/

In "GENERAL Category" second line at the very end there's a tipo that says "under which ypu can find".

The grass stands out like this even from a very short distance

The rocks at the very back have a very distinguishable black tone to them when you're far enough

In Sand Canyon, This part of the column is already broken even before the rock comes in and the mashhoppers were already waiting for me in here even before I got inside the room, was that intended?

Another thing I noticed is that the Augarian Daemons have a very wide shooting range, they can shoot you from very, very far, in Valley of the Kings after I killed the Highlander, one of them daemons kept shooting at me from way back over the spawn.

Also speaking of the Highlanders, you should review the NETRICSA message, there it states their projectiles are undestructable, but you actually have to destroy them since they are unavoidable at first. (Not a very big fan of that idea though, having their projectiles being unavoidable unless you shoot them).

So far its proving itself as a good mod, the intro is well made and the levels seem to be looking good, I liked that reference from Sam 3 in Sand Canyon
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Old 06-26-2015, 02:17 AM   #12   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Hmm. Thanks, will look into these problem. I actually never noticed that broken pillar ever before.

The marsh-hoppers in that room usually spawn if you kill the beheadeds running past the gate early.
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Old 06-26-2015, 02:41 AM   #13   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Solais, are you aware of the Arachnoid spawn in Tomb of Ramses? In one point, there's +10 Potion. Collecting or stepping on it will spawn an Arachnoid in higher difficulties, and for a few seconds, it somewhat flies away and goes back to the spawn point very fast. This is present in the vanilla HD level.
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Old 06-26-2015, 03:23 AM   #14   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Never seen it, huh. Mind you, I applied all around fixes to all vanilla levels that were implemented internally by CT, but not released in a patch yet, so who knows, it might be fixed.
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Old 06-26-2015, 08:06 AM   #15   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

I don't know what everyone else thinks, but I found Moon Mountains slightly more tedious to play with all of the extra foliage draping over the small arenas. It looks pretty, but trying to fight enemies becomes a challenge in and of itself when you're backpedaling into trees, or having enemies get caught behind a plant with some ridiculously wide hitbox.

Other than that, I'm enjoying it so far. The only noticeable bugs I've found were some background objects clipping in various levels, and a few audio bugs with kamikazes. Excellent work!
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Old 06-26-2015, 08:10 AM   #16   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

It is possible that some non-destroyable plants are still set to have "bullet collision". Will have to look at it.
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Old 06-26-2015, 01:13 PM   #17   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Congratulations on releasing.
Announced the release at Mentalcorps.
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Old 06-27-2015, 07:46 AM   #18   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Played the mod a Little bit more today, played until Suburbs in coop and so far here's my feed back about the mod (from Valley of the Kings to Dunes)

Up to Oasis everything seems good, but I noticed this little typo right here:

suprise instead of surprise

Dry Valley is a level that I personally think needs much more work, I found lots of bugs in there:

Midway through the level there is this one tree where you can walk under it

The blocky grass is back

This secret is way too hard in my opinion the little blue biomechanoids shoot way too many lasers and you still have to avoid everything else like the small werebulls, kamikazes, gnaars and red biomechanoids, you don't get anything in reward other than very few armor pieces for that, I'd nerf that secret more.

Also, if you die to that secret in coop, you get sent all the way back here and you have to walk back to the oasis again a few more rocks here and there would do the job to make the level look less empty.

This reptiloid at the very end of the level gets stuck and can't walk past the exit

In Dunes everything feels good except for one thing, why'd you take off the lasergun and add the grenade launcher instead, it makes no sense to me since you already have the grenade launcher by default in Oasis, I'd put th lasergun back to where it was.

Another miscellaneous thing I would like to suggest is to add jump pads in Hatshepsut when
going for the chainsaw secret and when going for the ankh key on the right side of the temple
, so you don't have to drop down, walk all the way back to the first ramp to enter the temple and then re-do it again, with a jump pad you could easily reduce the time it takes to go all around the level again.

EDIT:

Here's another thing I found like 5 minutes ago, along with some feedback.

So I just found the weapon depot in Hatshepsut, but I personally think its a bit tedious to go all the way from the Hatshepsut to the temple in the very back, then go all the way back from there to Hatshepsut, I'd add a teleport from where the wooden ankh is so you get teleported to the door of the other temple, and then once you are done with visiting the temple, enable a teleport that puts you back in Hatshepsut, it can be boring walking across the desert back and forth.

I also think that you don't have enough rockets to deal with 10 red biomechanoids in that secret, and not even the sniper will cut it off, probably have only one or two red biomechanoids spawn per side.

I also noticed this part of the floor is broken

http://i.imgur.com/jg9sZABl.jpg


Sorry if I get all spammy, I'm trying to report all I can find :P

Last edited by Dankzaii; 06-27-2015 at 08:29 AM.
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Old 06-27-2015, 09:02 AM   #19   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

The blocky grass is from Talos. I guess it doesn't look that good here as there.

The reptiloid getting stuck is intended. It shows the exit, as some people can't notice it being open.

Oasis doesn't have the grenade launcher anymore. You had it? Might be a bug. The weapons were placed a little away in levels, which is by design, because you have more levels, and would feel boring if there was no change to the arsenal like that. But this might actually change, as I'm thinking about a possible tweak to weapon availability in the first big patch.

The two suggestions are good, will probably implement them in one way or another.
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Old 06-27-2015, 09:59 AM   #20   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

The surprise secret typo was also present in the vanilla HD level too (same with the classics). Nice catch there Danker.
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Old 06-27-2015, 10:20 AM   #21   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Hello, there's a bugged ankh receptor in the first level

http://i.imgur.com/Qlmu6SDm.jpg

When i pick up the ankh and come back to the receptor, it changes textures

http://i.imgur.com/f4X9yEHm.jpg

After i use it, it doesn't play any animation.
I can only hear looping sound for about 3 secs and after this time doors open.

Last edited by Serious_Stone; 06-27-2015 at 10:22 AM.
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Old 06-27-2015, 12:07 PM   #22   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

How the hell can that even happen. What the hell? Model changes textures to South American one? WHAT????

Is that a troll?
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Old 06-27-2015, 12:07 PM   #23   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Do you have that old version present? Delete them if you have... or is it something different?? I haven't seen this in my play ---- that I did not notice it.
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Old 06-27-2015, 12:56 PM   #24   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Ok, i deleted everything i had in serious sam hd folder and now key receptor is fine
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Old 06-27-2015, 09:56 PM   #25   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Quote:
Originally Posted by Solais View Post
The reptiloid getting stuck is intended. It shows the exit, as some people can't notice it being open.
Why not just set its moving range to 0 since it is not supposed to move away from the spot where it spawns?

Anyway, I've finished Episode 1 and I really enjoyed it overall. Though some of the levels such as the Garden level and the first LOTB level are not very optimized at all compared to the other levels where I can get over 60fps on ultra. I'm guessing there is no way to fix it since the engine is too old at this point.
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Old 06-28-2015, 01:05 AM   #26   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Nowhere near finishing the mod, but my God the wait was totally worth it! I am a total loss for words at the Holy Garden level. So majestic! So mesmerizing! So beautiful! Valerie's music for it just makes me wanna cry in happiness!

I was on a major Serious Sam hiatus due to GTA V, but now I'm back! This is excellent!

This is a Croteam and Damjan Mravunac professional grade mod. They GOT to recognize it!


First noticeable bug is that those mechanical pot-spiders don't count as a kill.
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Old 06-28-2015, 04:59 AM   #27   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Bio: Yeah, the thing is that it doesn't spawn there; it spawns behind the mountains, then slowly walks over to the rocks, so you can actually see it coming.

Wolfer: Seeing how the pot mimics spawn, not surprised that they don't count. I don't think it's possible to fix. And thanks! Croteam did recognize it, as it was posted on their facebook accounts.
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Old 06-28-2015, 07:44 AM   #28   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Would you kindly remove a little bit of foliage in the Holy Gardens level? I kind of missed playing at 60 FPS with my graphics being decently high enough.

I think that the lower framerate has also caused problems in the slightly shallow pools of the Eye Garden, where you constantly end up swimming after jumping
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Old 06-28-2015, 08:39 AM   #29   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Day 3 to bomb this thread with more stuff and complains :P

Sorry if I get all rubbish but this time there's a lot of things that you might want to check out:

In Suburbs there's only 2 bugs I ever noticed:

Some parts of the wall between houses have grass in there and well, the clothes glitch like this if someone stands on the rope and someone below the rope that hangs them

In Metropolis the flare entity is still there despite its all stormy and cloudy, some of the buildings in the back would be in full bright, despite the map being dark and cloudy by default, this armor is unreachable and if it was intended as a secret it doesn't count as one, sadly I took this screenshot too late but this Wall had a crimson red color on it, very noticeable, I'm sure it wasn't like that in the original, these new statues don't make any noise or bullet effect when you shoot at them however they do fall apart of a rocket hits them

In Temple of Ptah I noticed that these statues are White by default, however if you shoot them with a rocket once, they become grey and if you shoot again, their remains are white

Shit I rammed the submit post button by mistake, refresh this post in like 5 minutes, I'm not done writing yet

What I added:

In the jump pads puzzle room, if you fall off, you can still see your body, I'd make the room deeper along with some dark haze, so it gives the illusion of endless falling; the room with the lift and the marshhoppers seems to be the same from the old version, if you miss the first lift you can take the second one that is down below the first one, however taking that second lift will only kill you as you will be squashed because of the first lift, still a very confusing room.

In the next level I noticed a lot of issues that you might want to double check:

Right off the bat in the room with the elevator there's the two pads you put the ankhs on, nothing in there, however if you get closer you can see the ankhs right there despite we haven't collected any, the biggest issue is when elevator leaves and you are not in (someone who got in before you), and the even bigger issue is that if you stand on the edge of that elevator you get squashed, and to top it off, you get sent all the way back to this room and since elevator doesn't come back, you either restart the level or bring on cheats.

Another thing I would suggest is that in the room where you have to push the sarcophagus, add some sort of lever you move when you push the sarcophagus out of the elevator so everyone has time to get in, we were completely unaware and the elevator closed with us outside, there was no teleporter to get back inside and we had to use cheats again.

This part of the level is another issue, if you happen to fall off this side, you will fall off and get stuck in between rocks, sometimes killing yourself doesn't help either so again, I had to use cheats to get out, also while going down the wooden bridges, you can start gaining up speed and start bouncing off it, and you can't control yourself so you can fall off the side as well.

Another thing that bothered us during the testing is that after you meet the new kleer, if you die and for some reason get teleported to a checkpoint, you get sent all the way back to these ruins, and you have to walk all the way back inside the tomb, for some reason checkpoitns outside the tombs seemed to work alright, I would add more checkpoints and teleporters if needed.

These statues seem to be buggy when you destroy them, as you can see here, one of them goes pitch dark while there other is full bright, notice the pads in the very back, their texture changes from a distance.

Overall I would check some of the respawn points in Temple of Ptah and the catacombs level, some of them send you all the way back and sometimes you can't get the elevator back (or well they actually never come back ), so you have to actívate cheats to get it back, or simply restart the level (or reload a previous save point assuming you are playing alone).

Sorry if there are typos, I'm way too tired but I thought it'd be better if I wrote this since by the time I wake up I might have forgotten everything I wanted to say lol

Last edited by Dankzaii; 06-28-2015 at 09:03 AM.
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Old 06-28-2015, 08:47 AM   #30   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Sacor: Nope. If I remove more, it would probably make the level look subpar. Already did it 3 times. Also, for the shallow water, that's not the framerate.

Danker:
- Grass on walls seem to be a Croteam bug I might not be able to fix.
- Cloth glitching is an engine bug.
- The flare entity is By Croteam, as far as I know.
- The bright buildings is related to the fact that in coop, the lighting is stormy, but not in SP, and I don't think it's possible to have two different lightmaps.
- The armor is an accident, will fix.
- It was kinda like the original, but will take a look at it.
- Will take a look at the statue materials.
- Will check the statues, might be related to the fact that the statues have a lightmap, but their replacement models don't, which is not fixable, only if I remove the lightmap.
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Since Old Lost Age I Shine

My Serious Sam 3/HD Workshop


While I do work for Croteam, I'm first of all of this community, so my opinions are my own and do not represent Croteam's views.
Unless when I use this nice blue color I totally didn't steal from Blizzard.
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