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Old 06-28-2015, 12:44 PM   #31   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Was so hyped to play this.



Aaaand SSHD decides to crash. Fucks sake
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Old 06-28-2015, 09:04 PM   #32   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

AAAAHHH!!! From annoying spikes and crushers (I really get annoyed with them on my taste ) and fire traps in Mausoleum to missing 1 Lore item in Holy Gardens (I believe this is new --- part 13 became 14 and 14 became 15).

Anyway back to the topic, I noticed that in Holy Gardens (Suburbs maze part), some of the enemies tend to get stuck as if their pathmarkers look screwed up, and make those Hunter Demons have an Infinite Sense behavior because sometimes they just tend to go idle after not seeing you for a long period of time. BTW, some trees are climbable.

That's it for now.... to be continued for Episode 2 .
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Old 06-29-2015, 04:04 AM   #33   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Danker... it isn't possible that you have older versions of the levels, right? Because some of those issues were actually fixed before release, like the middle elevator having no teleports if you miss it the second time, or the opening door not stopping you when you slide down.
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Old 06-29-2015, 04:56 AM   #34   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

No, I don't have them levels, the first build you released to the public didn't have the catacombs level, and there's no way I can have an older versión of it since I'm not part of your internal testing group.
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Old 06-29-2015, 05:35 AM   #35   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Solais, there's an elevator bug in the 2nd puzzle (before the Canalworks part) in Canals. If you use the elevator and jump out of it, elevator goes up and you can no longer continue the level (it does not go down again) until reloading a last save game or cheats. I forgot to post this a while ago.

http://i.imgur.com/ArE80rF.jpg?1
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Old 06-29-2015, 05:59 AM   #36   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Never: If you touch the elevator, it should come down.
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Old 06-29-2015, 07:57 AM   #37   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Today we resumed at Holy Gardens level, oh my.

To be honest with you, I'd rather rework the level and trim it in two parts than having a level where the fps drops constantly (for me it even dropped down to 6, for people with even more powerful rigs at some point it even dropped down to 10-15), your other levels were perfectly optimized so I'm sure you can rework the level for the better, have in mind not everyone will keep a 60fps count and it can get very annoying, people won't be enjoying the level and they will rush it to get out of it as fast as possible.

I also noticed a few bugs here and there you might want to get in account:

This wall can get glitched out from a distance, also, the columns on that wall are full bright for a reason, despite they are in the shadow.

In this part after the wáter streams, you can just walk over there, its a long walk where there's nothing, a bit later on at this door you can just go up the slope and walk right next to it without collecting the keys needed, also apparently it wasn't just me but the Zumb'Uls and the Cave Daemons moved way faster in this level, their death animation was also faster and glitchier.

Later on in the districts for some reason I spawned up here.

Later in the Canals level, the checkpoints are still too far from each other, if you die to something and get teleported back to a checkpoint, you get sent all the way back to spawn, and this is until you enable the second teleport at the canal part, there's also this issue at the tunnel before going out of the sewers and the boat's mesh is broken, this is what you see.

I'd really rework in the holy gardens level a lot more, its a level that could use way more help with the optimization, I'd go as far as rework the vegetation, its no fun to play a level when you're capped at a low fps.

Also, please never ever remove the bridges in the canal, they are the most fun anyone can ever find in the mod.

Last edited by Dankzaii; 06-29-2015 at 08:00 AM.
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Old 06-29-2015, 08:13 AM   #38   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

What do you think, which would be the perfect cut-off point, if I'd cut the Holy Gardens level to two?

Btw, if you don't mind, I reply to your images themselves, instead of here.
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Old 06-29-2015, 08:28 AM   #39   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

How about splitting the level at around the point where you enter the suburban area?
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Old 06-29-2015, 08:42 AM   #40   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Was thinking about that, but that would make the level a little short, not to mention, starts with a big battle. Even the current start of Holy Gardens is pretty badly designed to my current standards.

I have been thinking about it, and I might cut it after the Eye Arena, while I also redesign the start of the level to be a little better. Since they are basically the same areas, I don't think there will be new music needed. Especially because I really like the current one.

EDIT: Anyone who played the Chambers of Sun/Temple of Ptah level in coop! Did you possibly have problems where the Cosmos puzzle crashed the game for everyone but the host? I'm getting a report like that, but it's not something that happened during testing.
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Last edited by Solais; 06-29-2015 at 08:49 AM.
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Old 06-29-2015, 09:08 AM   #41   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

https://strawpoll.me/4774066
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Old 06-29-2015, 06:45 PM   #42   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
Was thinking about that, but that would make the level a little short, not to mention, starts with a big battle. Even the current start of Holy Gardens is pretty badly designed to my current standards.
I would cut it so that after the doors with the gap on the right, you know, this one, have the level end there and start a new one from there.

Quote:
Originally Posted by Solais View Post
Anyone who played the Chambers of Sun/Temple of Ptah level in coop! Did you possibly have problems where the Cosmos puzzle crashed the game for everyone but the host? I'm getting a report like that, but it's not something that happened during testing.
We didn't have any problems like that when we were in there. Despite we were just ramming the buttons
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Old 06-29-2015, 07:25 PM   #43   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

It is actually (kinda by accident) designed that if you switch all the planets on, you also solve the puzzle, just have to fight some extra enemies.

Currently, I'm thinking about cutting the level after the large area with the eye, and also do a quick redesign of the first area, that would make it a little more closed, but also for an opportunity to have the level not too short, and also have the visibility sectoring a lot more advanced for increased framerate. The new level would also need no new music, similar how Valley of the Jaguar uses the same music as Sierra de Chiapas, it being the second half of the first level.
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Old 07-02-2015, 02:49 PM   #44   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

All reported Episode 1 bugs fixed internally (at least those that could be fixed). Still torn about splitting Holy Gardens. So far it seems people with midrange PCs (like mine) can still play them quite well, even if the framerate does dip a little. Also, having 19 levels make me feel like if I had OCD, because not an even number.

Will think more while fixing up Episode 2 demo.
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Old 07-02-2015, 03:34 PM   #45   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Are most of the traps in the Croteam maps removed, at least in Normal difficulty? I'm going through it right now and I've found a lot of the traps in maps are gone.
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Old 07-02-2015, 04:32 PM   #46   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Never touched them. They should work.
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Old 07-02-2015, 04:36 PM   #47   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

I know that the pill that activates the Kamikaze trap near Dunes' start no longer appears and that some of the traps in Oasis' first part don't work.

Could be that I'm just mis-remembering FE. :/
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Old 07-02-2015, 05:00 PM   #48   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Hmm. I'll look into them. Do you maybe have a sort of guide for those? Possible that they got broken because hardcoded fixes broke when I resaved the levels.
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Old 07-03-2015, 04:37 PM   #49   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Impressive project!

New maps are great, look and feel very close to original game levels.
Still, I think they could hold some more and bigger battles, especially open maps.

Need to try it in coop someday
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Old 07-03-2015, 05:30 PM   #50   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
Never: If you touch the elevator, it should come down.
I tried that and fell into a hole under it
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Old 07-04-2015, 12:10 AM   #51   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

Yeah, noticed this during the event yesterday. Will issue a fix with the next update (that will mostly focus on Ep2 demo).
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Old 07-04-2015, 10:55 AM   #52   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

I must be the only one who didn't think that the Sacred Gardens level was too long.
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Old 07-04-2015, 11:13 AM   #53   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

The problem is not the length, but its framerate.
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Old 07-05-2015, 09:12 AM   #54   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

I blame Croteam and their FPS-killing waterfall effects for that.
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Old 07-14-2015, 08:59 PM   #55   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

While using Serious Editor 3.0 (for my taste only --- my apologies ), I found these obelisks not facing properly in the levels Worker's Quarters and Clerical Yards.

Worker's Quarters:
http://i.imgur.com/D9G78j1.jpg

Clerical Yards: (sorry if I changed the skybox )
http://i.imgur.com/RT0bQGv.jpg
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Old 08-10-2015, 12:23 AM   #56   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

I found every secret in Episode 1 EXCEPT for the Canals one. Based on the 7smoke video walkthrough, it's a secret where you spawn items. Where is it and is it a shootable secret or something you have to manually activate?
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Old 08-10-2015, 04:06 AM   #57   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

From the top of my head, I remember Canals having only one (registered) secret, and that's those two items you see on a platform when you enter the "canalworks" area in the boat.
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Old 08-10-2015, 06:28 PM   #58   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

I do not see these specific items on a specific platform at all. Either they don't spawn at all in single player or I am blind as a bat.

All the items I see in the canalworks area are the ones that you collect as you progress through the level.

What about that 'secret' wheel switch that says "you hear something rumbling in the distance...". Does that connect to this registered secret?

I'd recheck campaign mode to ensure these secrets work because I see nothing out of the ordinary on that level.
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Old 08-10-2015, 06:52 PM   #59   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

They spawn. They are on a seemingly unconnected scaffolding. The "you hear something" is related to the unregistered Lore Item secret.
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Old 08-10-2015, 07:20 PM   #60   Add To Ignore List  
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Default Re: Serious Sam HD Extended: Episode 1 release thread!

unconnected scaffolding... The only one I can think of is that tall ass scaffolding by the entrance doors to the "canalworks section" Even then I didn't see any items. I better take another look
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