Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

A Seriously Stupid HD Remaster (Part 1/4)
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Update: Nov 30, 2020 @ 9:35am

Hotfix:
- Removed old Karnak files

Update: Nov 30, 2020 @ 12:40am

ASSHDR has been updated.

Main Changes:
- Added Freeknik's enhanced TFE texture pack to the main mod package. The "AFCP" mod is not required to play ASSHDR, as all of his textures are included here.
- Some replacement models are included in this update, namely for the Sirian Spaceship model. This is because the SS1 entity that uses the model cannot be edited to use a different model manually, courtesy of hardcoding. Nothing I can do to change that, I'm afraid.
- Reorganized level model files into respective folders, as the main models folder was getting too cramped and started to become personally painful to sift through. It is possible that I may have missed a few model replacements, so if you discover any models that might be missing, please notify me in the comments section along with a screenshot of the area in question.
- Resaved vase files taken from the Ultimate Enemy Pack. The UEP should no longer be necessary to run the mod. It only took me several years to do this.

Level Changes:
Hatshepsut
- Scripted the music transitions for the intro cutscene and gameplay via forced script resource handling and zone controllers to circumvent a problem where the peace music would not play for multiplayer clients. This is a result of SS1 music changer entities still being bugged for clients, and it has been over two years since I reported this issue during Fusion's beta-testing. I don't think it's going to be fixed.
- Added a bouncer to the new secret area so players can return to the main temple more quickly

Sand Canyon
- Adjusted tree model positioning and added a few extra to match some of the original map's layout.

Tomb of Ramses III
- Set decorative debris models to not have collision, to avoid unnecessarily obstructing the player's path in a few places.

Valley of the Kings
- Restored some pillar/beam models and architecture.
- Adjusted the secret bouncer in the Tommygun arena to allow full movement control when the player is bounced upwards. Having witnessed two friends spend about 10 minutes attempting to hit the bouncer correctly in order to reach the secret armor on the beam, it occurred to me that this was not fun and is in fact incredibly frustrating. Another marvel of archaic SS1 entities.
- Modified the shell model for the interior temples, as a noticeable piece could be seen from the beam that holds the secret armor pickup in the final arena.

Moon Mountains
- Replaced some old SS1 textures with HD textures on several architecture models.
- Set some triggers up to force the secret cave and final cave Reptiloids to notice the player immediately after spawning. In Fusion, there is a delay before they take notice of the player after spawning in, an unusual side-effect of the multispawner entity's function that allows it to teleport enemies already existing in the game-world. Given how this wasn't an issue in Classic, using Triggers on enemy legged characters is a workaround thanks to a hidden feature of trigger entities, which can force enemies into standard threat sensitivity from a given state or alternate threat sensitivity.

Dunes
- Updated texturing on the secret explosive barrel.
- Removed a duplicate static model on the secret destructable platform. This was originally placed to allow several decals to "appear" on a SS1 moving brush entity (which does not support decals), but with Freeknik's updated texture pack, this was made redundant.

Sewers
- Updated some of the architecture to use water shimmer effects.
- Added a secondary archway model that uses a top beam with even dimensions.
- Scripted the secret toilet.

Metropolis
- Decorated the level with new assets and additional details.

The Great Pyramid
- Adjusted the brightness of the night sky background (Applied the same change to Sierra des Chiapa's intro cutscene).

Sierra des Chiapas
- Added fading out sounds to the portal in the Hatshepsut cutscene
- Reduced emitting particles on the butterfly particle effect at the end of the level, since this effect seems to be a little performance-heavy.

Valley of the Jaguar
- Added some water shimmer effects to the right temple's gold jaguar room.
- Placed a couple of Serious Speed shoes in empty corners of the large valley.

City of the Gods
- Adjusted Zumb'ul tactic and path markers on the starting pyramid. Apparently, he still had a tendency to slip off of the pyramid.
- Modified visibility mesh and rebaked level's visibility. A certain section was not properly rendering distant lights, meaning if you looked downwards in that area, the distant lights would disappear. I suspect this was designed as such because of the level's lighting direction on the original HD release.

Serpent Yards
- Courtesy of Freeknik, updated the textures on the laser trap model.
- Added some water shimmer effects to the right button temple before the level's exit room.
- Set a few dragon heads to breathe fire effects.

The Elephant Atrium
- Fixed holes in several pieces of geometry.
- Enabled movement control on the bouncer that leads to the secret heart in the first chamber. While this one is not as frustrating as the one in Valley of the Kings, it can still launch you off-course depending on how you run into it.

Courtyards of Gilgamesh
- Adjusted touch field positioning in the secret heart chamber to lower the trap elevator sooner, since the player could just reach the other side and jump off of the moving elevator effortlessly.
- On the subject of developers lacking foresight, the new secret added to the small hallway with enemy spam would allow the player to just pass over the detector that enables the enemy wave. Added a second detector near the end of the hallway should the player attempt to skip this sequence.
- Fixed the timing on the secret heart sequence at the final corridor to slightly sync better with Sam's voice quotes.

Tower of Babel
- Modified the script for the secret movie set animated lights, and added gradient shader modifier settings on the movie set entrance/exit decals.

The Citadel
- Resaved barrel models to use new destruction settings/sounds.
- Filled holes in some geometry at the castle entrance behind the drawbridge.
- Set the crusher traps in the penultimate room to rotate like in Classic.

Land of the Damned
- Resaved destructable stalagtite models.
- Enabled moving brush stalagtites to fall with newly-placed moving brush markers in the first big lava cave section, and added some scripted particle effects. I noticed that these models were just poofing into white smoke like they were straight out of a loony tunes skit, and then I discovered why: these models were likely intended to collapse like a stalagtite model used around the beginning of the lava caves, but they (for some reason) don't have refined destruction pieces, and they also had no moving brush markers to direct their "falls," hence why they just blow up unceremoniously. Replaced the old models with the one model that has completed destruction effects (though I added a sound effect to this as well, hence the resaved model), and set them to fall accordingly when certain triggers are activated.
- Adjusted initial giant lava golem spawn positions in the large lava cave, so they'll appear from different positions to attack the player instead of spawning right next to each other. When the level geometry was changed in HD, they decided against fixing this enemy positioning, I suppose.
- Added a Coop-only detector to the empty pedestal in the Ice Castle, so players can explore the inside of said castle. Why? Just for the hell of it.

The Grand Cathedral
- Courtesy of Soulmyr, added decorative wooden beams to the interior corridor walls, matching the Classic architecture a little more.
- Restored animated light/flare effects in the secret Embryo Museum through some script fiddling. It might not sync incredibly well in multiplayer due to how the detector fields are set-up, but it's beyond my knowledge as to how they made it work in Classic.

Update: May 10, 2020 @ 10:46am

Karnak fix:
- Fixed some objects not appearing on mirrored floors before the Ankh trap room

Update: Apr 27, 2020 @ 1:01pm

Some Suburbs fixes:
- Added dust effects to the lowering Arachnoid towers
- fixed a treasure item not spawning in Serious difficulty
- Changed a multispawner that was set to "false" to "only if visible"

Update: Feb 24, 2020 @ 7:54am

Small patch:
- Fixed a pillar model clipping into another room in Tomb of Ramses III
- Replaced old wall print decals in Karnak

Update: Feb 16, 2020 @ 1:56pm

Small patch
- Updated some level thumbnails

Update: Feb 15, 2020 @ 2:46pm

Small update:
- Updated NETRICSA images for Sewers, Metropolis, Karnak, City of the Gods, and Land of the Damned (thanks Bio!)
- Added a Serious Speed powerup to spawn after locating the secret health in Hatshepsut
- Fixed a Gnaar's ambient bias value in Luxor
- Fixed a missing linked trigger event for the snowball in Land of the Damned that stops its visual/sound effects
- Added an extra Serious Speed powerup to spawn near the new secret in The Grand Cathedral

Update: Jan 31, 2020 @ 9:35am

Small Update:
- Updated Egyptian vase destruction sounds
- Updated the snowball mesh and destruction piece meshes
- Reduced saturation on Dunes' post-processing effect
- Adjusted the heat shimmer effect on Dunes
- Updated visibility sectoring on an obelisk in Karnak
- Increased the blue saturation on Ziggurat's skybox a slight bit
- Fixed a few models in Ziggurat experiencing weird lighting changes or dark patches
- Danny's change: updated the scripts for the rodeo Werebull and bomber Harpy

Update: Jan 23, 2020 @ 1:56pm

hotfixes:
- Fixed a secret trigger in Valley of the Kings not playing a message sound.
- Fixed a few models not reflecting in the cave section of Moon Mountains.
- Updated the script for the crystal triggers to force triggered actions as a failsafe mechanism where said triggers weren't responding to switch usage.
- Adjusted the ambient bias values of enemies in Karnak, Luxor, and The Great Pyramid, due to some players having difficulty seeing them.

Update: Jan 22, 2020 @ 12:33pm

hotfix:
- modified functions on the first crystal switch to be an on/off target, in case the trigger fails to activate