Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

View Stats:
[BUG REPORTS] - My experiences with Sam HD: TSE Fusion
Hi.

I played through the TSE portion of Serious Sam Fusion and I decided to write down a buglist with some images showing all the stuff I found, I decided I would write my entire buglist in here, but I'll be separating it by levels for easier reading, without further ado, I'll start:

[VALLEY OF THE JAGUAR]

--FIRST CAVE AFTER SPAWN--
- Because of the VR friendly mode, after the bridge with the Reptiloid there's a ledge on the left side where you'd normally bounce to where the door is if you were playing in normal mode, but in VR Friendly mode if you jump on that ledge there is no way out and you have to kill yourself to spawn back in the bridges.


--SECOND CAVE AFTER SPAWN--
- There is this floating platform on the right side of the bigger platforms, right after the door.[i.imgur.com]

--SECRET ARMOR THAT TRIGGERS THE BOULDER--
- The physics with this rock are so weird and unpredictable, there's a very little chance that the rock might land on top of the small pyramid where you put the golden jaguars on, making the level impossible to beat

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

[CITY OF THE GODS]

--GENERAL--
- Some doors in this map seem to be fullbright for some reason, as seen in this image[i.imgur.com], sorry that I couldn't get a better shot at the doors, but some of them seem to have this fullbright tint to them as opposed to the rest of their roundabouts.

--FIRST YARD ON THE PEDESTAL WITH THE TOMMYGUN ON IT--
- If you stand on this pedestal, face towards the pyramid and look upwards, the tree[i.imgur.com] that should be in your right hand pops out of existance if you look upwards into a certain angle[i.imgur.com]

--SECRET YARD WITH SMALLER/BIGGER ENEMIES--
- By the end of the yard there's this teleport[i.imgur.com] which has two models overlapping each other.

--SECRET TELEPORT THAT ACTIVATES WHEN YOU DESTROY ALL SERPENT STATUES--
- That teleport is a one-way, one-use secret so when one person uses it the teleport disables for the rest and if you go through it again[i.imgur.com] from the other side then it stays disabled forever, perhaps the teleport could spawn in a different area but remain open for all to see?

--TEMPLE WITH THE +100 HEALTH SECRET AND THE CUCURBITOS--
- Right above the door with the slide area in it, there's this open ceiling[i.imgur.com], however if you shoot projectiles at it (such as rockets) then they will explode, and if you shoot cannonballs and grenades, they will go right through, but when they come down they will hit an invisible roof, preventing them from reaching down inside the temple again

--LAVA PIT--
- For some reason models in some parts of that area get this weird purple tint on them despite there not being any purple around.[i.imgur.com]

---------

[THE PIT]

--SPAWN AREA--
- Starting in VR mode makes it so that the Zorgs that are supposed to be protecting the first door don't spawn, since you don't spawn falling down but rather spawn right in front of the door, so there's no trigger to spawn in the Zorgs?

--CYLINDER-SHAPED ROOM AFTER THE HUGE DARK ROOM--
- This room, due to the fact there's no pushers moving around anymore is way too easy, a few players can camp teleports since enemies slide down into a single area where players can spam their ammo and kill them easily, perhaps something could be added here or make the enemy spawns more random?

- Enemies (especially marsh-hoppers) kind of just spawn in the air and fall down into the room, which as said above, makes it really easy to spawn-kill with a couple more players, if their spawn positions were randomized this could be avoided perhaps.

--ROOM WITH THE BOUNCER, RIGHT AFTER THE CYLINDER-SHAPED ROOM--
- In VR Friendly mode you teleport right to the top of this room where Kleers are roaming around, however, there's a little gap where you can squeeze through[i.imgur.com] and not get teleported.

Also worth mentioning, due to the fact there's no bouncer, squeezing into the gap that triggers the platform to get to the +100 health item secret is really hard, perhaps the ledge could be pushed a little bit outwards so its easier to get in there in VR Friendly mode?

--ROOM WITH THE BIG MAYAN HEAD, RIGHT AFTER THE ROOM MENTIONED ABOVE--
- Blowing up some of the torches reveals light from the outside that leaks into this big room[i.imgur.com]

--BIG YARD BEFORE ENTERING THE BOSS ARENA--
- Blowing up one of the torches where a teleport is located on causes the teleport to despawn forever, however, it causes this flare[i.imgur.com] to stay in place if you move too far away from it, as getting close to it makes it fade out[i.imgur.com]

--KUKULKAN--
- At least on the one time I fought it, its particles weren't animated so the boss looked like a bunch of static orbs, not even the debris inside of it was spinning around, it just stood in place, no idea if this is a common thing or a one-time thing, figured I'd report it either way.

Persepolis bug reports down below in the next post.
< >
Showing 1-5 of 5 comments
[ZIGGURAT]

--GENERAL--
- Looking at the temple located to the far left side of the map you can notice that its got no door and you can see right through it[i.imgur.com]

--SUICIDAL PLANT SECRET--
- Its glasses are a one-sided texture so you can see through if you look at them from behind[i.imgur.com]

--LEAP OF FAITH SECRET WITH THE CANNON--
- Spamming jump in some areas of the room causes the map to spam the "Secret Found" message over and over again[i.imgur.com], not to mention getting that cannon with high ping (about 250+) is near impossible, so perhaps the speed at which the teleports rotate could be nerfed down a bit?

--SACRED STONE PEDESTALS / WING PEDESTALS--
- They seem to have that "fullbright" thing going on in them, no idea if this is intentional though.[i.imgur.com]

--ROOM WITH THE MOVING PLATFORMS, RIGHT AFTER THE KLEER SURVIVAL AREA--
- Some of these platforms seem to have the same full-bright effect[i.imgur.com] as they are going out, and then have a normal lighting effect as they go back in.

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

[THE ELEPHANT ATRIUM]

--GENERAL--
- Not sure why are there two Tommyguns and two Miniguns in this map, especially considering the Miniguns are so close to each other, perhaps one of them could be removed and swapped with an ammo stash?

- Perhaps the area where you fight harpies and reptiloids in order to pull a lever to open the door to the minigun yard could be reworked a bit, you can just jump from that area to the pedestal where the golden statue is, maybe add a fence that is high enough so that you can't jump over? As it is right now, getting that lever is pretty redundant as you can just do the jump (rocket jump isn't needed to begin with) and get across the pit.

--SPAWN AREA--
- The floor has this glossy effect that disappears if you crouch in first person, making the floor look as if it had no shaders, and then they pop back as you stand up

--YARD WITH THE KLEER GALLERY SHOOTING SECRET--
- If you stand right on the base of the big column, look towards the door you are meant to go through and jump forward, these trees on the sides[i.imgur.com] will glitch out and spawn/despawn really quickly.

--YARD WITH THE MINIGUN--
- If you go to the sides of the little building that you go through to get to the telephone booth secret, you can see this little gap where you can see right through the building[i.imgur.com], this is in both sides of the building by the way.

--ROOM WITH THE SPINNING PLATFORM--
- If you fall down the pit you can still see your playermodel hitting the bottom of this pit[i.imgur.com], maybe some fog could be added or make the pit deeper?

--FINAL BUILDING BEFORE THE FIGHT WITH THE KLEERS--
- These torches[i.imgur.com] right past the first door seem to have flickering shadows.

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

[COURTYARDS OF GILGAMESH]

--SPAWN AREA--
- Remember the glossy floor[i.imgur.com] I mentioned at the start of Elephant Atrium? That bug is here too.[i.imgur.com]

- There's some optimization issues going on with the start area here, leaving the temple at start made my FPS drop down from 180 to roughly 32.

- Perhaps another fence could be added around the pit that covers the golden statue? Rocket jumping across the pit makes the extra sections somewhat redundant.

--YARD WITH THE POOLS ON THE LEFT AND RIGHT SIDE--
- Even more FPS issues here, getting close to one of the pools made my FPS go from 30+ to 30-[i.imgur.com]

--YARD WITH THE BIG POOL, WHERE THE BUILDING WITH THE LASERGUN IS--
- Triggering the mutated tree secret makes it so that the biomechanoids disguised as trees take forever to be shown[i.imgur.com] when you are a client of the server.

- Bit nitpicky this, but this secret[i.imgur.com] is missing the ' in "don't", not to mention the Reptiloid Highlander that spawns appears way too close to you, so you normally end up getting hit by it.

--ROOM AFTER THE SLIDE WITH THE SPIKE PIT--
- This grate doesn't reach all the way to the top[i.imgur.com], while the other ones in the rest of the map do.

--ROOM WITH THE SPIKE TRAP--
- Seems a bit weird that the support of the trap is also coated in blood[i.imgur.com]

--PIT WITH THE BOUNCER AND THE FAKE SPIKE CEILING--
- Sometimes you will hit a spot all the way down here[i.imgur.com] where you won't bounce upwards unless you move around and eventually hit the bouncer back.

--SECOND TO LAST COURTYARD--
- The parts of the wall that are supposed to be blown by the Biomechanoid Majors are full-bright[i.imgur.com]

--FINAL COURTYARD--
- For some reason, even before leaving the building with the +200 Armor and the Serious Pack, the hordes were already being triggered and moving towards us, perhaps the trigger is inside the building as opposed to outside?

- The building where the secret target[i.imgur.com]is located doesn't cast any shadows, the only thing that casts shadows is the target model as seen in the shadow on the right side.

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

[TOWER OF BABEL]

--GENERAL--
- The map seems to be lacking a Distant Light in coop, so there won't be any sunlight in it despite the skybox showing the opposite, this is most noticeable on these yards[i.imgur.com] where the sun should be shining on.

--PITCH-BLACK ROOM--
- This target[i.imgur.com] shouldn't have the yellow outline in it, whenever its shot and the target moves into the wall you can see how long it really is so you see a giant cylinder going through the wall, perhaps either the yellow outline could be removed or the length of the target could be shortened.

--FIRST OPEN YARD--
- These torches on the entrances of both temples have torches that can be seen from across the map but without any detail in them[i.imgur.com], while zooming in on them reveals a lot more that can't be seen from afar[i.imgur.com]

--SECRET FILMING AREA--
- The signs on the entrance[i.imgur.com] and exit[i.imgur.com] of the filming area have a lot of bloom in them so you can barely see what is drawn/written in them

--FOURTH YARD WITH THE THIRD STONE TABLET--
- The fence around the top of the building to get to the fifth yard where the arachnoids are is slightly off-set[i.imgur.com] so at some points it looks as if it was floating.

--FOURTH AND FIFTH YARD--
- The top of these towers seem to have a face that has this [i.imgur.com]weird red lighting on them[i.imgur.com]

--ROUND TWO SECRET, YARD WITH THE HIGHLANDER BRIDE--
- Due to some objects not being destructible in VR friendly mode, killing the Highlander Bride makes it move upwards on top of this column[i.imgur.com] as it turns into a ragdoll

--EXOTECH LARVA BOSS--
- This boss could do with a melee attack to keep the players away from camping under it, if you find the golden spot (which isn't too hard) you can just sit under the boss and get it to 1/3rd of its hp.

- Sometimes the sounds will cut out on this boss, more especifically the laser charging sound, it will play until it reaches about half the sound and then it will cut out.

- Also a bit nitpicky but playing with whatever blood setting that isn't Red won't work on this boss, it will still make giant red blood splatters irregardless of the blood setting (Thank Toast for pointing this one out.)

Medieval post will be added when I wake up as its too late and I need to sleep.
[THE CITADEL]
--GENERAL--
- The teleport orbs in this map look as if the skybox was set on daytime[i.imgur.com] while the level itself has it colored darker as its night time

- Aiming your flamethrower towards the teleport orbs makes them look like this[i.imgur.com]

--FIRST ROOM WITH THE CRUSHERS--
- Dying to this room in co-op puts you right outside the room as expected, however, you spawn with a rocket launcher, a flamer and a sniper rifle[i.imgur.com] in your inventory despite you haven't had access to these weapons at this point in time.

--BIG BRIDGE AREA--
- The Biomechanoid Major that is supposed to spawn on top of the door you are meant to go through flies forward towards the player for some reason, that and the kleers that spawn behind you make it a bit rough to get past.

- At the very end of the bridge where the buildings begin you can see perfectly how these bits don't connect with the rest of the mountain[i.imgur.com], so it looks as if they were floating[i.imgur.com]

- At the very end of this same area on the left side, crouching in this spot[i.imgur.com] and then standing up again will get you stuck and the only way to get out of it is by joining Spectator and then rejoining the game

--FIRST YARD NEXT TO THE GRAVEYARD--
- This cannon[i.imgur.com] doesn't seem to do anything until after you've acquired the item inside of the graveyard, so maybe it should be spawned after you've gotten the item in the graveyard and not remain there?

- Going to spectate in this or any area before acquiring the Rocket Launcher will strip it off you, so even if you acquired it by respawning before the first crusher room it won't be there anymore.

--LAST YARD, BEFORE YOU ENTER THE CASTLE--
- The pit right under the bridge is not that deep, so if you fall down into it you can see your playermodel just fine hanging in from there, perhaps more depth could be added here, or rather make the fog under the bridge black instead?

--WATER POOL--
- Sometimes if a Reeban Fish is swimming on the surface and then you move downwards, there's a chance it won't be able to swim downwards and therefore it can't reach you.

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

[LAND OF THE DAMNED]
--GENERAL--
- All lava pits in this map seem to have collision, so when you fall down a pit you can see your playermodel hovering over lava.

--FIRST YARD--
- The secret where Santa Claus is stuck on a chimney reads unpluged[i.imgur.com] instead of "unplugged"

--VALLEY WITH THE JINGLE BELLS THEME--
- Just as you are about to enter that valley, in the room where the Lasergun is, these torches have flickering shadows[i.imgur.com]

- If you run past the kamikazes, they will sometimes run forward a bit and then turn around towards you[i.imgur.com]

- There is this part of the mountain that has a slightly off-set texture[i.imgur.com] (on the left of my Tommygun).

- This Highlander Bride has some weird speed, it kind of just slides along the ground and in most cases it floats[i.imgur.com] with ease.

--LAVA CAVES - ENTRANCE--
- There's this bit[i.imgur.com] on the right side before you meet the first Lava Golem where if you kind of jump into the wall you can see most of the level[i.imgur.com].

- Right where you meet the first Lava Golem, if you turn around and face the tunnels you just walked through, you can see the textures around the entrance like this[i.imgur.com], they kind of just cut out.

- If you look upwards there's this rock that has a reddish tone to it, while everything else around it doesn't[i.imgur.com]

--CAVE AFTER THE SECRET CANNON--
-There was this point in the hallway where the red haze sort of ended and started over here again[i.imgur.com], StealthToast couldn't see it, but I could.

--ROOM WITH THE LAVA RIVER AND THE SINKING ROCKS--
- There's this weird red dot[i.imgur.com] painted in the walls, before you get close to the sinking rocks

--FINAL ROOM OF THE CAVES--
- You can see that this teleport is floating in front of the wall[i.imgur.com].

- The teleport that takes you to the Ice Castle has this bug[i.imgur.com] where it doesn't show the image with sunlight, not to mention that if you get close enough to it and look at the teleport from a certain angle you can see this black bit, and the entire reflection of the Ice Castle disappears[i.imgur.com]

- Some of the steps as you near the teleport are pitch-black[i.imgur.com]

- There are these gaps on the left and right side of the lion stand that don't reach all the way to the wall so you can still see the staircase steps[i.imgur.com] from here

--SECRET TELEPORT--
- In this same room with that teleport, going through ti full-speed facing any side that isn't forward will make it so that when you get teleported you keep all the momentum you had, and since the platforms you stand on are too small you sort of fly over them and fall into the lava.

--ICE CASTLE--
- That shader effect from The Elephant Atrium[i.imgur.com] and Courtyards of Gilgamesh is also here[i.imgur.com]

- There's a texture on the mountains on your left side as you spawn that sort of cut out[i.imgur.com]

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

[THE GRAND CATHEDRAL]
--GENERAL--
- Almost all the probelights in this level are disabled in co-op mode, resulting in some props[i.imgur.com] and objects[i.imgur.com] having pitchblack shadows.

- Because of the above, blood splatters look like completely black orbs, like in here[i.imgur.com] I was using hippy blood mode, and upon getting shot it looked like this.

--SERIOUS DAMAGE AND INVINCIBILITY POWER-UP SECRETS--
- When activated, they fly so far away from where they are supposed to that the Serious Damage powerup lands near where the first Cannon pick up is, while the Invincibility power-up flies out of bounds, making it unreachable and therefore unpickable.

--SECRET PUMPKIN FIELD--
- For some reason the teleport in here is a blob[i.imgur.com], while the one to the Embryo museum is an orb.

- Music resets when you get teleported to the secret field, there's no music when there are Cucurbitos chasing you and the music resets itself back when they die or when you get out

- For some reason the pumpkins don't glow, but instead they have this red coating in them and if you get too close to them you can see right where the thing is floating, in front of the pumpkin[i.imgur.com]

-Shooting the trees with the lamps only causes the trees to break apart, while the lamps are hanging from the air[i.imgur.com]

- The teleport back to the main level has no reflection[i.imgur.com], so it looks like a solid orb

- This invincibility[i.imgur.com] item disappears when you zoom in on it[i.imgur.com] with a Sniper rifle and look at it from a certain angle.

--FIFTH CORRIDOR, BEFORE THE ONE CONTAINING THE EMBRYO MUSEUM SECRET--
- About a quarter of this corridor and the sixth corridor are the only ones in the map in co-op that have probelights enabled, so they are the only ones where the guns have decent reflections in them.

- The secret located in this corridor is glitchy, shooting the wall[i.imgur.com] with bullet weapons spams this console message until the wall has been shot properly with an explosive projectile.

--EMBRYO MUSEUM SECRET--
- The orb that teleports you back to the main level has a weird reflection in it, it doesn't accurately represent what is going on around it, instead, it reflects from the upper area of the room[i.imgur.com]

- Lobbing cannonballs over the containers the Ugh-Zans are located inside of makes it so that the cannonballs drop inside of the containers as there's no collision at the top of them.

- A couple[i.imgur.com] of weird texturing/lighting[i.imgur.com] issues all around the room as well[i.imgur.com].

--LAST CORRIDOR BEFORE THE BOUNCERS--
- Due to there being no probelights, some of these lion heads[i.imgur.com] look pitch-black

--FINAL YARD BEFORE THE CATHEDRAL--
- Right as you walk in here you can see this weird texture change[i.imgur.com]

- This part right here[i.imgur.com] has a weird texture
[GENERAL GAME BUGS/ISSUES FOUND]
--ENEMIES--
- Lava Golems sometimes play the animation where they'd lob a projectile with their right hand, however, the projectile spawns from its left hand.

- The bleeding particle from the Highlander Bride is a bit too big I think.

--PLAYERMODELS--
- Swimming backwards with Canned Cain and the Zorg playermodels makes it so that a few vertexes don't move with them, resulting in weird visuals such as Cain's crotch flying in the air.

- Looking upwards with the Zorgs causes this[i.imgur.com].

- Boxer Barry, Dancing Denzell and a few other playermodels don't have properly attached hands, so they sort of pop out of their arms when holding certain weapons or doing certain actions.

- Selecting player models such as Fork Parker, Brett Sanderson or Golden Sam tabs out of the game and opens up the Steam Store website for Serious Sam Fusion.

--WEAPONS--
- Quickly tapping LMB with the Chainsaw makes it activate and deactivate really quickly (but it deals no damage)

- At least when your ping is high, switching to a weapon and holding LMB as it changes makes it so that you shoot the weapon, but there's no animation going on and the weapon stays in Idle animation

- In Third Person View, the flamethrower projectile particle is not properly attached to the weapon, instead its being emitted from slightly above the flamethrower

- Probably reported already but going into Third Person while swimming causes this[i.imgur.com], figured I'd report it either way.

--POWER-UPS--
- If you have two power-ups active at the same time, as soon as one of them ends the particle for the other gets cancelled and stops emitting, so if you have Serious Damage and just as its about to end you pick up Serious Speed, as soon as SD ends you will keep the speed from S-Speed, but the particle won't be there anymore.

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

That's about all the stuff I can think of happened to me while playing the game.

I have yet to properly play TFE, Sierra de Chiapas, Serpent Yards and Legend of the Beast DLC and if I find more stuff in there I'll add it into a separate thread (unless its SdC or SY).

A big thanks goes to StealthToast for playing the game with me and confirming some of these bugs that happened to him as well, also some of them that didn't happen to him but only to me or viceversa, credits for some of the screenshots and bugs found go to him as well.
Thanks for the reports! Some of these were already addressed internally, so probably it's best to retest them once the next patch is out (hopefully soon).
I haven't had the chance to properly test out more stuff but TGC is still broken, while Invincibility is fixed, Serious Damage still flies a few miles away
< >
Showing 1-5 of 5 comments
Per page: 1530 50

Date Posted: Apr 26, 2017 @ 6:58am
Posts: 5