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

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Old 10-24-2016, 03:14 PM   #1   Add To Ignore List  
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Default AP_3338 is now live!

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4306939/c9668812a40d299ef03d56d2dd96dac5a340ab07.png

Thanks to everyone for their feedback and reports, here are the latest changes:
  • Added a new survival map: Dimensions Neon!
  • Added a few new versus maps: Memphis Almarkazia, Sankta Nokto, and Metalic Station!
  • Added a unique random seed to every match, this adds a little bit more randomization to some levels.
  • Added blue and yellow blood types.
  • Added a bunch of level backgrounds and updated a bunch of level thumbnails to bigger sizes.
  • Updated some levels to look better.
  • Updated weapon models for Tommygun and Flamethrower to include hands in first person view.
  • Reduced cannonball resistance for big beasts.
  • Fixed Workshop items sometimes not downloading correctly. (Especially with a large number of mods)
  • Fixed issue with achievements sometimes not unlocking.
  • Fixed a problem where the Steam client was necessary to run the Dedicated Server, this is now no longer required.
  • Fixed a few possible crashes.
  • Fixed the classic control scheme not binding the Use key properly, this is now bound to E.
  • Fixed models sometimes disappearing with certain graphics settings.
  • Fixed a problem with scripts not being able to modify entity properties.
  • Fixed some issues with the Control Zone gamemode.
  • Fixed some interface issues.
  • Fixed some other issues with levels and models.
  • Fixed not being able to set a custom texture for Ugh Zan in editor.
  • Added a BIG_ANIMATION keyword to animation scripts to allow for bigger animated textures.
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Old 10-24-2016, 03:25 PM   #2   Add To Ignore List  
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Default Re: AP_3338 is now live!

Is it a good idea to mess with the weapon/enemy stats?
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Old 10-24-2016, 04:28 PM   #3   Add To Ignore List  
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Default Re: AP_3338 is now live!

If it fixes the balance, yes.

Had a fun developer killing party tonight, thanks to all who showed up!

Let's list some points of feedback discussed in the server:
* Lag: Yeah, I suppose some players might've had some weird things.. I have an idea for this though.
* Plasmathrower: It's a death machine. Super OP. Gotta nerf that shit. And make it less loud.
* Minethrower: Needs to feel better - eg. Junkrat's mines. Instant explosion instead of countdown, no collision box, yadda yadda. And maybe add it to more levels so the versus achievement is more achievable.

https://4o4.nl/20161024DUs17.jpg
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Last edited by Scratch; 10-24-2016 at 04:32 PM.
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Old 10-24-2016, 08:54 PM   #4   Add To Ignore List  
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Default Re: AP_3338 is now live!

But can the weapon/enemy still be considered the same thing if it had its effects changed? Some people may use it as a case against the game, saying that "Rev dumbed down the difficulty of holy SS1, now SS is for casuals".
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Old 10-24-2016, 09:33 PM   #5   Add To Ignore List  
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Default Re: AP_3338 is now live!

Yay! Thanks for the update, I'll test it later!
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Old 10-24-2016, 09:41 PM   #6   Add To Ignore List  
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Default Re: AP_3338 is now live!

Quote:
Originally Posted by Scratch View Post
* Plasmathrower: It's a death machine. Super OP. Gotta nerf that shit. And make it less loud.
Maybe in MP, but in SP it's not that OP.

Also, PLEASE, do tone down the volume, the secondary fire kills my ears everytime!
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Old 10-25-2016, 01:00 AM   #7   Add To Ignore List  
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Default Re: AP_3338 is now live!

I tested it a bit now and it's alright!

Two things:

- About workshop items: Is there any chance of update the workshop content when the game is really open (I mean the main menu)?
Because I just opened it and took forever to open, and when I could get the main menu, I realized that workshop were updating content (33 of 34). I mean, this isn't a bug, it's just a suggestion.

- I tried the new survival map it's cool! The only problem is that I have problems with fps when the new beheaded (that beheaded who shoot lasers and other things) shoot at the same time, but that can happen due my pc I guess.

Anyway I'll try to test it more exhaustively during these days. Good job!

Oh, btw, I tried to search for servers but nothing happened, I mean, no servers. I don't know if it's a problem of the game or really there isn't any server now (I suppose there isn't any now). But I'll test it later again.
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I'll date you bro. You're gonna have to put on a wig and stuff some balloons under your shirt, and you're gonna have to pay for dinner as well. Also no touching. Don't even make eye contact. I'll pick you up around 7.
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Old 10-26-2016, 02:52 PM   #8   Add To Ignore List  
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Default Re: AP_3338 is now live!

Yellow blood?
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Old 10-29-2016, 10:39 AM   #9   Add To Ignore List  
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Default Re: AP_3338 is now live!

Quote:
Originally Posted by Mane View Post
I tested it a bit now and it's alright!

- I tried the new survival map it's cool! The only problem is that I have problems with fps when the new beheaded (that beheaded who shoot lasers and other things) shoot at the same time, but that can happen due my pc I guess.
Thanks for feedbacks.
And sadly I'm not sure it's from your PC, those beheaded take a lot of ressources and even on middle/high PC, there is a high FPS drop
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Old 11-05-2016, 02:16 PM   #10   Add To Ignore List  
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Default Re: AP_3338 is now live!

I have question for Rev developers. Why are no music in my campaign mappack after this update? Do I have to release it (delete from workshop and again update)?
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Old 11-05-2016, 08:11 PM   #11   Add To Ignore List  
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Default Re: AP_3338 is now live!

That's odd. You might have to resave the map. Does it work if you test in editor?
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Old 11-06-2016, 03:43 AM   #12   Add To Ignore List  
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Default Re: AP_3338 is now live!

Well, i have files in gro and no i gro, so i have music.

One person sent to me that information:

Cannot open encoded audio 'Levels\NextEncounter\Music\Rome_heavy2.ogg' for streaming: encoded audio in archives must not be compressed !
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Old 11-06-2016, 05:15 AM   #13   Add To Ignore List  
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Default Re: AP_3338 is now live!

That is "normal", not caused by any update. Simply, when you're creating a gro file, you have to set your zip settings to have 0 compression. This was always a thing in SS1.
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Old 11-06-2016, 06:12 AM   #14   Add To Ignore List  
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Default Re: AP_3338 is now live!

Do you plan on implementing flamethrower behavior from HD? In HD it can destroy almost all of enemy projectiles which makes it way more useful than before. It is especially useful to destroy rockets from red biomechs and attacks from Alduran Reptiloids/Reptiloid Demons.


A bit off topic.

All of those: TFEHD, TSEHD, BFE got updated recently (almost 100MB) but I have no idea where to find the patch notes. There is none on steam news/discussions, neither ingame in BFE, twitter, croteam site or seriously forum.

Did any of you got the updates too?
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Last edited by majan_pl; 11-06-2016 at 06:29 AM.
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Old 11-06-2016, 06:26 AM   #15   Add To Ignore List  
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Default Re: AP_3338 is now live!

^ Yeah
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Old 11-06-2016, 07:12 AM   #16   Add To Ignore List  
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Default Re: AP_3338 is now live!

Quote:
Originally Posted by majan_pl View Post
Do you plan on implementing flamethrower behavior from HD? In HD it can destroy almost all of enemy projectiles which makes it way more useful than before. It is especially useful to destroy rockets from red biomechs and attacks from Alduran Reptiloids/Reptiloid Demons.
Man, the flamethrower is already hella OP. It can cut down groups of small enemies like it's nothing and takes down bigger enemies without much trouble either while you're tripping over ammo for it all the time. The only saving grace is that it's poop against ranged enemies due to its limited firing range and inability to act as a shield.
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Old 11-06-2016, 12:20 PM   #17   Add To Ignore List  
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Default Re: AP_3338 is now live!

Quote:
Originally Posted by majan_pl View Post
A bit off topic.

All of those: TFEHD, TSEHD, BFE got updated recently (almost 100MB) but I have no idea where to find the patch notes. There is none on steam news/discussions, neither ingame in BFE, twitter, croteam site or seriously forum.

Did any of you got the updates too?
You can use SteamDB for this. This was not an update to Sam titles in particular, it's an update to the DirectX dependency repository on Steam's side. Every title that has this dependency set as a prerequisite will have had this update.
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Old 11-07-2016, 05:15 AM   #18   Add To Ignore List  
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Default Re: AP_3338 is now live!

Ty for the reply. BTW I just saw a vid showcasing a bug in TSE:
https://www.youtube.com/watch?v=0Tt1X87rFSI

It still could be present in REV when you didn't change the sniper rifle. I guess that the game for some reason thinks that the player is still using sniper rifle's zoom even when he have knife equipped. That is why the player model is hidden from our point of view.
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Old 11-07-2016, 06:15 AM   #19   Add To Ignore List  
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Default Re: AP_3338 is now live!

Huh, I've never seen that bug before..
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Old 12-17-2016, 08:32 AM   #20   Add To Ignore List  
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Default Re: AP_3338 is now live!

1. Is it possible in future updates to give us the option to select balance, the same way like now (with classic and HD options), just with more options like:
- Classic FE 1.0
- Classic FE 1.5
- Classic SE 1.5
- Classic SE 1.7
- Classic Rev
- HD & etc...
depending on that how many changes were made in the past.

With option like this everyone will be happy.

2. I want to customize the gamebrowser panel - some of the columns are useless to me. In the same time - sort by game difficulty is missing. I rarely play something, which is below Serious.

3. In the editor - "Player start" entity - remove the numerc code weapon set up, change it with weapon list and "on/off" clickbox in front of each weapon's name. It will be much more easy to work like that, instead for looking for the right combination of numbers, for current weapon set up...
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Old 12-17-2016, 12:34 PM   #21   Add To Ignore List  
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Default Re: AP_3338 is now live!

I don't think there's much difference between 1.05 and 1.07 of SE? Not certain about different FE versions but I'm guessing there's not much differences there either. An FE balancing option would be nice, though the only thing I can think of is tommygun damage..
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