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Old 10-27-2014, 03:17 PM   #1   Add To Ignore List  
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Exclamation Alternate 64 bit fix

So, this is an alternate fix for Serious Editor 1 (also Serious Modeler and Serious Ska Studio) that allows you to use it on both 32-bit and 64-bit systems. It has a number of advantages over the previous fix:
  • No files are replaced. The fix contains a single executable file, SeriousEditor64.exe. You just put it into your "Bin" folder and run. It's the same Serious Editor, the only difference is that it runs fine on x64;
  • Full 1.07 support with mods. You can run mods and edit levels for them, just like you did with an old SED. You can as well use the 1.07 SDK to build new mods if you manage to launch MSVC++ 6.0 on your x64 system, which seems to be possible.
  • The music also works, unlike the 1.10 fix.
  • Serious Sam Revolution maps import. The maps for importing should contain only 1.07-supported entities and reside under 1.07 directory. You can now just File-Open them.

If you encounter any problems with this fix, report them to me and I will do what I can to eliminate them.
Download link (updated 16 June 2015): https://www.dropbox.com/s/nwntu8tv2y..._v101.zip?dl=0
Install guide: just unzip the archive into your "Bin" folder, then you may launch SeriousEditor64.exe, SeriousModeler64.exe or SeriousSkaStudio64.exe from there.

Last edited by SLAwww; 10-17-2015 at 04:28 PM.
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Old 10-27-2014, 03:52 PM   #2   Add To Ignore List  
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Default Re: Alternate 64 bit fix

Cool stuff, man! Thank you so much!

Will you work on release a source code of Engine? If not, can you add new gamemodes like Survival, TDM, CTF?
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Old 10-28-2014, 12:29 AM   #3   Add To Ignore List  
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Default Re: Alternate 64 bit fix

Finally I can buy some RAM and move from x86 Great job, man ! Gotta test it in the late winter
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Old 10-28-2014, 12:09 PM   #4   Add To Ignore List  
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Default Re: Alternate 64 bit fix

Cool! Confirmed SE editor works without crashing on my Win 7 64bit. I also copied FE levels and .gro files and tested FE levels within SE editor and it also works without crashing.

Nice work, SLAwww!
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Old 10-28-2014, 12:19 PM   #5   Add To Ignore List  
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Default Re: Alternate 64 bit fix

SLAwww is not only the hero we deserve, but the one we need right now. He is... The Mod Knight.



Not that I'm displeased, but I wonder who those CT members are and why they gave it to SLAwww instead of Angelo for Rev integration or whatever computer magic it's related to.
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Old 10-28-2014, 12:20 PM   #6   Add To Ignore List  
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Default Re: Alternate 64 bit fix

Because different people have different ties and connections?
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Old 10-28-2014, 12:21 PM   #7   Add To Ignore List  
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Default Re: Alternate 64 bit fix

But why didn't admins stick this thread, if is it legal?
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Old 10-28-2014, 12:36 PM   #8   Add To Ignore List  
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Default Re: Alternate 64 bit fix

Quote:
Originally Posted by Mkbewe View Post
But why didn't admins stick this thread, if is it legal?
Maybe the admins are off-duty today? They're probably in some beach episode right now, volleyballing and suntanning and shit while Angelo sulks in a corner.


By the way, any idea when SE1 full source code is coming? Why is SE1 license so darn expensive?
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Old 10-28-2014, 01:34 PM   #9   Add To Ignore List  
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Default Re: Alternate 64 bit fix

Pretty much all comercial game engines are at least this expensive, Pika. What Epic did with UE4 was unheard of until now.
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Old 10-28-2014, 01:52 PM   #10   Add To Ignore List  
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Originally Posted by GodOfGaming View Post
Pretty much all comercial game engines are at least this expensive, Pika. What Epic did with UE4 was unheard of until now.
Isn't releasing the full source code a common thing to do when an engine becomes outdated?
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Old 10-28-2014, 02:53 PM   #11   Add To Ignore List  
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Default Re: Alternate 64 bit fix

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Originally Posted by PikaCommando View Post
Isn't releasing the full source code a common thing to do when an engine becomes outdated?
Not really, I think only id software does this.
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Old 10-28-2014, 05:54 PM   #12   Add To Ignore List  
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Default Re: Alternate 64 bit fix

STALKER's developer did it recently, didn't they? I saw that somewhere here.
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Old 10-29-2014, 04:08 AM   #13   Add To Ignore List  
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Default Re: Alternate 64 bit fix

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Originally Posted by GodOfGaming View Post
Not really, I think only id software does this.
Duke Nukem 3D too, and pretty much most games with a source port
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Old 10-30-2014, 03:04 AM   #14   Add To Ignore List  
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Default Re: Alternate 64 bit fix

Good work, this will be useful for those who still wants to work with the Classic SDK.
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Old 10-30-2014, 03:46 AM   #15   Add To Ignore List  
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Default Re: Alternate 64 bit fix

Yeah, but still is problem with VC++ 6 on 64 bits, maybe this program could be fixed...?
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Old 10-30-2014, 04:16 AM   #16   Add To Ignore List  
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Default Re: Alternate 64 bit fix

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Yeah, but still is problem with VC++ 6 on 64 bits, maybe this program could be fixed...?
You got that problem too? Somehow I feel better knowing I'm not the only one.
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Old 10-30-2014, 04:44 AM   #17   Add To Ignore List  
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Default Re: Alternate 64 bit fix

I haven't 64 bits. I ask just in case.
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Old 10-30-2014, 05:03 AM   #18   Add To Ignore List  
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Default Re: Alternate 64 bit fix

Quote:
Originally Posted by Mkbewe View Post
I haven't 64 bits. I ask just in case.
Having 64 bits feels like both a blessing and curse at times.

Oh yeah, what are the benefits of licensing SE1?

Last edited by PikaCommando; 10-30-2014 at 05:59 AM.
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Old 11-01-2014, 07:17 AM   #19   Add To Ignore List  
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Default Re: Alternate 64 bit fix

New version of SED1x64, including fixes for bugs that nobody noticed and an ability to open Serious Sam Revolution maps:
https://dl.dropboxusercontent.com/u/...usEditor64.exe
Well, except for exclusive SSR entities, they won't open, so before moving your map from Rev to 1.07 make sure it doesn't have anything that wasn't present in 1.07.
This feature was often requested by serioussite visitors because after moving to x64 the Rev was their only option, but most of them enjoy making mods. My version of SED1 does not include any code from Serious Sam Revolution, nor any other resources from it, and the WLD format is almost the same as in 1.07. They only differences are LDRB chunk ID together with some four-byte integer and a new CEntityProperty type that seems to hold "double" floating-point value. This info is gathered without any hacking. In other words, the Rev import feature is perfectly legit, you are free to use it.
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Old 11-02-2014, 07:18 AM   #20   Add To Ignore List  
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Default Re: Alternate 64 bit fix

Quote:
Originally Posted by SLAwww View Post
New version of SED1x64, including fixes for bugs that nobody noticed and an ability to open Serious Sam Revolution maps:
https://dl.dropboxusercontent.com/u/...usEditor64.exe
Well, except for exclusive SSR entities, they won't open, so before moving your map from Rev to 1.07 make sure it doesn't have anything that wasn't present in 1.07.
This feature was often requested by serioussite visitors because after moving to x64 the Rev was their only option, but most of them enjoy making mods. My version of SED1 does not include any code from Serious Sam Revolution, nor any other resources from it, and the WLD format is almost the same as in 1.07. They only differences are LDRB chunk ID together with some four-byte integer and a new CEntityProperty type that seems to hold "double" floating-point value. This info is gathered without any hacking. In other words, the Rev import feature is perfectly legit, you are free to use it.
What are the bugs nobody noticed? It would be nice to put up a changelog. Also for subsequent updates, can you put the updated executable in a zip file titled like se64-date-month-year? This way the updated download won't show up as SeriousEditor64.exe (1) in the downloads.

Last edited by PikaCommando; 11-02-2014 at 07:21 AM.
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Old 11-03-2014, 04:36 PM   #21   Add To Ignore List  
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Default Re: Alternate 64 bit fix

The bug was associated with .ecl and .sha files not ending with a newline. Technically, all such files must end with a newline, but an older engine version surpassed this requirement by a lucky chance. That's why ECLs in certain mods (and even official .sha files, but not official ECLs) didn't have a correct ending. I had to add a little kludge for those incorrectly-typed files to become readable again.
I'm going to release a complete archive with fixed executables when all of them are ready. As for now, here is 64 bit fix for Serious Modeler. Truth is, it did launch under x64, but still crashed at random. It is now hopefully fixed. SkaStudio coming soon.
https://dl.dropboxusercontent.com/u/...sModeler64.exe
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Old 11-03-2014, 05:56 PM   #22   Add To Ignore List  
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Default Re: Alternate 64 bit fix

As i know, original modeler does work on 64 bits properly.
Anyway good job.
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Old 11-03-2014, 08:56 PM   #23   Add To Ignore List  
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Default Re: Alternate 64 bit fix

Quote:
Originally Posted by Mkbewe View Post
As i know, original modeler does work on 64 bits properly.
Anyway good job.
I don't know what luck you have, but anything that isn't SeriousSam.exe does not work for me.

Once again, thanks a lot, almighty SLAwww! SE1 couldn't be in better hands.
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Old 11-04-2014, 02:46 AM   #24   Add To Ignore List  
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Default Re: Alternate 64 bit fix

http://forums.seriouszone.com/showthread.php?t=64213
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Old 11-04-2014, 02:55 AM   #25   Add To Ignore List  
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As you can see, it depends on luck.
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Old 11-08-2014, 12:12 AM   #26   Add To Ignore List  
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Default Re: Alternate 64 bit fix

Let me know when they are all released and I can include them in my switcher.

Also, does this work with 1.08?

Last edited by Louva-Deus; 11-08-2014 at 12:20 AM.
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Old 11-08-2014, 07:57 PM   #27   Add To Ignore List  
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Default Re: Alternate 64 bit fix

I'm afraid it might not work with any version other than 1.07, but you might try.
I'm also not entirely sure what do you mean by 1.08. I've heard about some obscure hand-crafted patches with that number, but I can't remember what they do. However, there's one useful thing we can do about the Gamespy master server patcher. As I can see, it rewrites the original Engine.dll which might not be a good thing to do. If you explain me your approach to replacing the master server, I could probably build a modified SeriousSam.exe with a different name, so it wouldn't require replacing or modifying any files, yet it would allow you to select a custom master server address.
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Old 11-08-2014, 09:07 PM   #28   Add To Ignore List  
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Default Re: Alternate 64 bit fix

Does this mean SLAwww has the source code.
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Old 11-10-2014, 02:36 AM   #29   Add To Ignore List  
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Default Re: Alternate 64 bit fix

1.08 was a patch that Angelo made. But it has at least one deal-breaker bug in it so I've decided not to support it for now.

As for the other, there is no downside to hacking the engine.dll file as long as 42am still hosts the new master server. It doesn't impact the game or mods in any way. Unless you're going to develop an actual patch for the game there wouldn't really be a point to compiling a new exe just to make a new bypass. Save that effort for later.
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Old 11-10-2014, 03:04 AM   #30   Add To Ignore List  
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Default Re: Alternate 64 bit fix

What patches does 1.08 fix (I'd assume it's for classic or revolution and it doesn't work on the non steam version). And what's with the deal braker bug what is it?
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