Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

A Seriously Stupid HD Remaster (Part 1/4)
Viser 31-40 af 64 forekomster
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Opdatering: 22. jan. 2020 kl. 11:06

Another mini-update:
- Added a new secret to Tomb of Ramses III, also added more details and items hidden in destructable objects
- Fixed rotation values on spaceship markers in Luxor and The Great Pyramid
- Adjusted the bloom settings on Dunes, also mildly decreased the distance at which the level's heat shimmer effect begins

Opdatering: 21. jan. 2020 kl. 8:33

hotfix:
- Fixed a remaining touchfield in Hatshepsut that was preemptively stopping the thunderstorm and messing up the distant lights.

Opdatering: 20. jan. 2020 kl. 19:12

Additional mini-update:

- Added some extra details to Sand Canyon
- Added new Post Processing to Tomb of Ramses III, added additional details to the level, reworked some meshes
- Restored the missing crumb chance mask for Valley of the Kings
- Updated the crumbs in Alley of the Sphinxes
- Fixed an obelisk model in Karnak missing a visibility sector

Opdatering: 19. jan. 2020 kl. 11:10

Continued from previous log:

City of the Gods
- Changed the skybox per suggestion by Nevermore2790.
- Added ambient Parrots particle effects.
- Fixed broken lighting on several models due to custom visibility sector settings.
- Fixed visibility on the mirror entity in the Secret Yard of Strange-looking Heads.
- Changed the positioning of the Secret Treasure item. It's now tied to a new secret sequence at the beginning of the Inner Sanctum.
- Retextured the columns on one of the rooms in the Inner Sanctum.
- Added missing door sounds to the lava cave section.

Serpent Yards
- Added ambient Parrots particle effects.
- Restored Harpy Bomber enemy variants.
- Changed the sound range and meat positioning on the secret large Kamikaze.
- Resized the sun flare.
- Added a missing water texture to the fluid in the spike-trap room.

The Pit
- Added new post processing to the level.
- Adjusted the brightness on a bunch of SS1 omnilights.
- Removed the old bouncer walls in the bouncing wall room since they weren't receiving light properly. Added replacement bouncer entities along the room's walls.

Ziggurat
- Added Butterflies particle effects to residential area.
- Added light streaks to the chamber of punishment.
- Added new destruction effects to the secret suicidal plant.

The Elephant Atrium
- Added Birds particle effects to the outdoor sections.
- Added additional details to a couple of rooms.
- Enabled the Major Biomechanoid to shoot down the wall leading to the hidden yard via scripting.
- Disabled despawning on the Major Biomechanoid that spawns behind the exit door of the Elephant Square.
- Added Talos flowers to the level's crumbs.
- Added additional steps to access the secret stash at the end of the level.
- Modified several wall models that had tiny holes in the mesh, which allowed the player to see the void.

Courtyards of Gilgamesh
- Added Birds and Butterflies particle effects to the first outdoor yard sections.
- Restored the missing sun flare.
- Added additional details to a couple of rooms.
- Added Talos flowers to the level's crumbs.
- Updated the hidden computer terminal model.

Tower of Babel
- Added new post processing to the outdoor and indoor sections of the level.
- Adjusted the brightness on a bunch of SS1 omnilights.
- Added additional decals.
- Updated the Exotech Larva's model, destruction effects, and seeking projectile destruction effects.
- Fixed the miniature Ugh-Zan III model so its stomping animation does not cause the entire movie set to shake.

The Citadel
- Restored the original storm sequence length from Classic, having fixed some lines I accidentally inserted into the modified script.
- Added moving cloud particles to the storm sequence. Also fixed the stormy skybox shader modifier settings to ensure the skybox lights up when lightning strikes.
- Rebaked the and resaved the rain particle effects.
- Unticked the "3D" flag for the rain sound entity for the first storm sequence.
- Added new destruction effects to the secret suicidal plant.

Land of the Damned
- Added new post processing to the level.
- Updated the snowy background mountains by smoothing the meshes and retexturing. They should look less ugly now. Adjusted illumination values and overall ambient shadow values using an ambient modulator.
- Updated the snowflake particle effects (thanks Danny!)
- Added some additional details to the outdoor sections.
- Added light streaks to first large lava caves chamber.
- Adjusted fog values in the first small lava cave section.
- Adjusted haze values in the second large lava cave section.
- Adjusted positioning of the moving brush markers and lava particle effects for the secret moving platform to prevent Sam from being sprayed by lava.
- Assigned movement tactics to the enemies that spawn in front of the Ice Palace, as they are unable to automatically detect the player even with forced sense range override until he/she is within a close enough range.

The Grand Cathedral
- Restored Harpy Bomber enemy variants.
- Added animated godrays to the skybox background.
- Added Talos flowers to the level's crumbs.
- Added moving storm cloud particles to the level's storm sequence.
- Adjusted the timing on the music so that it doesn't awkwardly change to the music changer entity's loop. Hoping this won't break anything in multiplayer.
- Removed decals which were clipping through some decorative models at a distance.
- Added a backup script to activate the particle effects in the secret Pumpkin Hill area, hopefully the effects will show up for multiplayer clients now.
- Modified the rotation speed on the Question Mark animated mover in the secret Embryo Museum.
- Updated the new secret area.
- Modified Mordekai the Summoner to use Classic-like particle effects when teleporting in and vanishing. Also restored his "taunting" sound from Classic to occasionally play when he idles.
- Modified the Church roof animations to prevent a roof piece from clipping into the Cathedral when opening.
- Restored the original coloring for the Atomic particle effect surrounding the Holy Grail.
- Adjusted the timing on the credits sequence to allow the full song to play.

Opdatering: 19. jan. 2020 kl. 0:58

ASSHDR has been updated:

Soulmyr's Changes:
- Added custom glowmap and destruction model effects for the Exotech Larva.
- Added destruction effects for the Snowball model in Land of the Damned.

Danny's Changes:
- Added ambient environment particle effects, including birds, parrots, butterflies, and clouds. Moving storm clouds have also been restored for Hatshepsut, The Citadel, and The Grand Cathedral.
- Restored the Harpy Bomber and Rodeo Werebull enemy variants using advanced scripting techniques and black magic.
- Added moving godrays to the skybox in The Grand Cathedral.
- Added additional particle effects to Mordekai the Summoner for his vanishing animation.
- Upscaled the night skybox from Serious Sam Classic for the reworked version of Karnak.
- Added falling leaf particles for the Jungle and Oak tree models.

Sacor's Changes:
- Updated and added new post processing effects to nine of the levels; see the level changelog for further details.
- Fixed Light Streak post processing ranges around all light streak entities which weren't properly fading the effects in.
- Disabled many music changer SS1 entities and replaced them with zone controllers + additional scripting where needed. This is intended to bypass a bug in Fusion where music changers do not change the peace tracks for multiplayer clients. Some music changers are still active for specific sequences, although they shouldn't cause any conflicts.
- Rebaked a couple of maps, also rebaked navigation on many maps.
- Updated several background mountain models to use gradient blend masks to simulate fake shadows dependent on where the light source is casting from.

Level Changes:
Hatshepsut
- Added moving storm clouds to the opening sequence of the level.
- Fixed the shader settings on the stormy skybox model which were preventing the skybox from lighting up during lightning flash effects.
- Adjusted the sound entity positioning for Sam teleporting into Hatshepsut in the level intro.
- Fixed the main terrace sandy terrain, reduced saturation values.

Sand Canyon
- Adjusted some rock positioning in the element chamber so players will be unable to see the void.

Tomb of Ramses III
- Fixed a Kleer skeleton spawner getting stuck inside a ceiling beam.
- Fixed the texture wrapping on the hidden platform models for the new secret.

Valley of the Kings
- Restored the Rodeo Werebull from Classic.
- Added missing mirror effects on the golden ankh chamber's water surface.
- Fixed the missing mirror reflections in the sliding floor room (special thanks to Asdolg for SED help).

Moon Mountains
- Added ambient Birds particle effects.
- Added light streaks to the Highlander boss fight cliff section before the level exit.
- Fixed the level exit cave's mesh prioritizing a single texture wrapping around the entire mesh instead of using the multilayered preset (special thanks to UrbanDeHuman for discovering and fixing it).

Oasis
- Added ambient Birds particle effects.
- Disabled automatic despawning on the secret fish.

Dunes
- Adjusted the level's post processing, tweaked the bloom values to try and match the original post processing effect that broke when Fusion received updated bloom settings.
- Decapitated the secret marine, removed collision settings from the head model.
- Added a heat shimmer effect to the level.

Suburbs
- Retooled the sun flare a slight bit.

Sewers
- Added new post processing to the level.
- Retextured the starting room to use water shimmering along the wall and ceiling surfaces.
- Restored the water fluid and Electrofish in the chamber at the end of the secret passage. Removed the Kleers occupying that space.
- Resized the hidden switch on the secret toilet to make it easier to flush.
- Added an additional animated fast light to the passage before the deep dive.

Metropolis
- Added new post processing to the level.
- Added moving cloud particles to occupy the otherwise empty sunset skybox.
- Updated the triggers on the secret vases to use count tell when they're destroyed, to show how many more the player must destroy to open the secret doors.

Alley of the Sphinxes
- Added new post processing to the level.
- Modified the outer terrain to be a bit less pancake-y. Real deserts have curves.
- Added new crumbs for the beginning terrain and generous yard section.
- Updated the generous yard at the end of the level to use fireholder entities/positioning from Karnak, so it looks more consistent.
- Modified the coloring on the sunflare to look less white.

Karnak
- Reworked the level from the ground-up. Adjusted the level's lightmap size, rebaked the visibility, added new distant light effects. This had to be done from scratch due to the previous version of Karnak's visibility model file crashing the editor every time a visibility rebake was attempted. The .nfo file for the previous version of Karnak has been removed, although you can still access the old map through the editor.
- Added new post processing to the level.
- Changed the night skybox to use an upscaled version of Serious Sam Classic's night sky. Changed/illuminated two background nebulas and repositioned the moon to match the distant lights direction.
- Added a few more details/architecture to the final two arenas.
- Fixed the Croteam papyrus item playing the wrong sound upon pickup.
- Restored the mirror sliding floors in the side-rooms before the ankh trap room.

Luxor
- Added new post processing to the level.
- Updated several pieces of architecture to use higher-quality textures.
- Fixed the broken visibility in the space background sector that was preventing the sun flare from being seen. The spotlight entity is still broken, however, I am not sure how this is supposed to be fixed.
- Added Nevermore2790's spaceship sound fix to the rising Obelisk cutsequence.
- Repaired terrain mask textures which were imported with very low resolution settings.

Sacred Yards
- Added scripting to the Major Biomechanoid that spawns when the player picks up the Serious Pack near the secret Crate pyramid. This will allow him to shoot down the barrier wall instead of it automatically collapsing after a few seconds
- Restored missing movement sounds for the CrateRider puppet.
- Updated the Beta Testers secret area.
- Added additional decals.
- Repaired terrain mask textures which were imported with very low resolution settings.

The Great Pyramid
- Added Nevermore2790's spaceship sound fix to the level.
- Added an experimental fix for Ugh-Zan III's weapon attachments disappearing upon death. Used a combination of scripting and modified animations + attachments to force-show his weapons upon death. I am unsure if this syncs in multiplayer, but it ought to work fine in singleplayer.
- Updated the script intended to enable the Night Background effects for clients in multiplayer. Pray to your chosen deity that it works properly now.

Sierra de Chiapas
- Updated a few parts of TSE's intro sequence to match with the music audio a bit better. Adjusted sound entity timing and audio falloff.
- Added missing models to TSE's intro sequence.
- Updated the shooters on the crashed spaceship to use Meteor projectiles instead of generic lava balls.
- Reduced the sound range on the ambient ship explosions so they can't be heard at the final section of the first valley.
- Added ambient Parrots and Butterflies particle effects.
- Fixed the animation speed on the flashing Hall of Fame light.
- Fixed the second secret bullets item not using a spawn effect upon activation.

Valley of the Jaguar
- Restored Harpy Bomber enemy variants.
- Modified the animation speed on the sun mechanism to match the corresponding sound entity.
- Fixed the fast lights in the male golden jaguar temple not disappearing when their light shaft source entities are destroyed.
- Enabled the first bouncer in the level to appear in VR (hopefully). This should allow VR players to access the new secret in the level.
- I did something to update the cranes, not really sure what specifically.

Opdatering: 29. juli 2019 kl. 20:21

ASSHDR has been updated. Changes include:

Bio's Changes:
- Recreated and updated TSE's intro storybook images
- Updated the Secret Santas in Land of the Damned. Includes new Classic-style model and restored classic sounds. Secret Jammed Santa now has an updated model and restored animations.
- Updated the sandbucket model in the secret movie theater in Tower of Babel, also updated the Grail Model with additional details and new normalmapping.

My changes:
Sand Canyon
- Changed spawn effects on the group of enemies encountered with the werebull before reaching the level's exit
Tomb of Ramses
- Added missing lamp model
- Increased sense range override on the Kleers in the final arena
Valley of the Kings
- Restored missing decals
Oasis
- Updated spawn flags on alternate voice line for the Marsh-Hopper room
Metropolis
- Added new postprocessing effect that removes bloom strength, due to the oversized sun flare in the level's skybox.
- Replaced old sun flare with a SS3 flare.
Karnak
- Restored missing door textures from Classic
- Fixed a few multispawners not using "Only if Visible" spawn effect
Luxor
- Updated spawn flags on alternate voice line for the final arena
Sacred Yards
- Updated architecture that was missing water effects in the right gold sphinx yard
Sierra de Chiapas
- Updated a bit of sound timing in TSE's intro
The Pit
- Fixed a few models that appeared too dark
Tower of Babel
- Increased moving brush speed for the Exotech Larva's boss doors from 3 second to 4, to prevent the doors from clipping through the boss
- Restored missing squeak sound from the boss' mini-larva projectiles
The Citadel
- Restored missing water effects to the watery section below the clock gears
The Grand Cathedral
- Fixed a few multispawners not using "Only if Visible" spawn effect

Opdatering: 10. juni 2019 kl. 16:13

ASSHDR has been updated:
- Courtesy of Bio, added updated NETRICSA images and .rsc message files to all levels. Also restored a missing .rsc for The Pit.
- added and updated some scripts in Serpent Yards

Opdatering: 9. juni 2019 kl. 8:57

Opdatering: 6. juni 2019 kl. 12:53

hotfix:
- Fixed Pylon models in The Great Pyramid blocking off spotlight effects, rebaked the map (cheers Bio!).
- Added missing secret house model in City of the Gods.
- Replaced moving brush model in Tower of Babel that would cause the game to crash upon destruction. Also fixed torch positioning in several locations.
- Rebaked rain particles in The Citadel, restored missing slow patrol tactic for Kleers in the final area.

Opdatering: 3. juni 2019 kl. 10:53

hotfix:
- Fixed underwater Sewers architecture missing water effects
- Added script to Luxor to enable the "open" obelisk model only when the player reaches the final area, to prevent the model from flickering in at certain sectors
- Fixed visibility of models in Luxor's space cutscene background
- Fixed a few multispawners in The Great Pyramid not having their spawn effects set to "Only if Visible"