Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
开头的坠河下意识以为我在玩TSE,类2代mental星的建筑风格也很让人着迷。个人感觉在转轮机枪和死亡激光那块的敌人布置稍微有点不合理(不排除我比较菜),转轮机枪哪里天气转换也有点掉帧,但问题不大
最后有个很严重的问题,就是在加农炮的场景,打完一大堆的加工人后,顶端进度条卡到一半,然后就不出怪了,我最后也就玩到这里,很抱歉没能完完全全体验完
Thanks.
Please re subscribe to the mod, it may be due to Steam not updating in a timely manner
-Octanian base and other things [Resourse] steamcommunity.com/workshop/filedetails/?id=2778630728
The author of this mod has updated some content
Думаю опять связано с сложностью
Hi bro, it has been fixed. Remember to update the mod ~
Thanks for your support and playing ~
The issue has been fixed. Thank you for your feedback and support.
thanks for your support and playing ~
SeriousBomb says: Because I don't know how to modify some enemy parameters through scripts, I can only make modifications by saving them locally. Does this mean that I should save a separate copy in my own folder
SeriousBomb says: Thank you equally for playing my map~
DestroyerNel says: This is strange, because "Deathmatch parameters have different weapon slot value" means this weapon has different slots between deathmatch and other gamemodes, which shouldn't cause crash. "DeathAnimScheme.rsc does not cover all cases!" may from ECF, which modify on enemies ragdoll animations. I myself also have this error but it doesn't crash the game.
SeriousBomb says: This map doesn't modify on weapons nor enemies. Please try disabling other mods that are not required for the map, which may solve the problem.
11:22:41 LOG: Started loading world "Content/SeriousSam4/Levels/SecretBase/01_SecretBase.wld"
11:22:41 LOG: Player profile saved with size 10.22kB(10.22kB) at 2024/08/11 11:22:41.
11:22:41 LOG: All stats uploaded
11:22:42 ERR: Content/SeriousSam4/Databases/Weapons/DoubleShotgunWeapon.ep: Deathmatch parameters Content/SeriousSam4/Databases/Weapons/DoubleShotgunWeapon_DM.ep have different weapon slot value (3.2, should be 3.1).
11:22:43 ERR: Full ragdoll transition scheme in Content/SeriousSam4/Models/Enemies/Beheaded/Animations/DeathAnimScheme.rsc does not cover all cases!
11:22:44 ERR: Content/SeriousSam4/Databases/Weapons/SingleShotgunWeapon.ep:
00:21:32 DBG: Report generated at: 08/10/24 00:21:32
00:21:32 DBG: Version: $Version: Sam4_dev; SeriousSam4-Windows-Final; 616154 2022-05-09 16:48:34 @builder28; Windows-x64-Static-Final-Unrestricted$
00:21:32 DBG: Build type: Windows-x64-Static-Final-Unrestricted
00:21:32 DBG: Dump type: FatalError
SeriousBomb says: If you have a foundation in C++, Lua won't be difficult to learn because I also studied Java/C++. Sam Workshop needs more blood, come on.
(He is unable to reply in workshop due to network issues)
By the way, as far as I remember, Sam2 uses C++.
SeriousBomb says: Indeed, I have always believed that creative workshops for games like Sam need someone to maintain them, as game content is always consumed. Although many mod creators have been recruited, the workshop's content is out of stock and there is no new output. Many players around me, even if they want to join mod production, do not know how to use the engine.
(SeriousBomb is unable to reply in workshop due to network issues)
SeriousBomb says: First of all, thank you very much for playing my map. I will try my best to optimize the problem you raised. I have not found a particularly good solution for the problem of wall penetration, so in order to prevent it from getting stuck, I added time judgment. Vampire battles lasting more than 5 minutes will directly jump to the next stage, and I found that enemies that are not in sight will automatically disappear. The principle is still unclear
(SeriousBomb is unable to reply in workshop due to network issues)
Gameplay-wise the fights were well balanced, I liked the enemy placements and there was some interesting enemy usage plus the fights were more complex (in a good way) than I was expecting for a first map. Some issues I would say are that some enemies would tend to go through the plasma walls and get stuck outside the arena. Also I feel like in the first half ammo was way too generous while health not as much. Would have also been nice to be able to backtrack among other details.
Visually, I absolutely loved your creativity with the usage of the octanian models, and the architectural set pieces look very nice. I also liked the homage to the starting area of TSE. I would say the lighting and the terrain need some work tho, but for a first map it is very good.
very VERY much BLOOD. And it's very cool. Many locations. Although there are many monsters, there is a balance. I also want to note that there are a lot of cool songs on the map.) There are a couple of secrets, I found only 6 out of 10. In general, it's really cool I WANT MORE BLOOD!! Hi DestroyerNel
)