Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

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Serious Sam 2: Character Resource Pack
   
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217.242 MB
13 Dec, 2024 @ 3:33am
26 Mar @ 4:02pm
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Serious Sam 2: Character Resource Pack

Description


Serious Sam 2: Characters Resource Pack
That's a nearly complete Serious Sam 2 resource pack right in your hands. Ready to utilize on any level. This includes All Enemies, NPCs, Vehicles, and Turrets.

Including Spawn Effect Configurations presets for even more variety! (Even more to be added!)



(Adding Bosses and/or scrapped Motherload Assets will be considered in a future update!)


[.:<Features>:.]
All characters are brought up to Fusion Engine's standard.
Including Ragdoll Physics, Material Steps Effects, Updated Shaders, Netricsa Messages, and more...
  • Improved Particle Effects, Behaviours, Stats Balance, Shaders
  • Improved NPC Reactions
  • Preserved the original Concepts and Style
  • Netricsa Messages
  • Mindblowingly Compact Filesize

Showcase Level Included: "(HDTSE) SS2 Resources Showcase"
Compatible with Ry's Serious Sam 2 Weapons by using "globals.S2RSU2(1)" in the console

[.:<Resource List>:.]
  • All Enemies
  • All NPCs
  • All Usable Vehicles (Except Helicopter)
  • All Usable Turrets (Except Crossbow, Cannon)
  • All Spawn Effect Configurations
  • All Collision Materials (Added for a modder's convenience. Plans for improvement in the future updates)



[.:<How-To>:.]
Make a Vehicle or Turret usable on a Level?!
By explicitly using ":EnableUsage()" on the character using a script, for example: HoverFighter:EnableUsage()

Make a Spawner Enemy work properly?! (Spawn enemies)
Read instructions on "SpawnerSpawneeHandler.lua" or use the examples from the showcase level

Use Spawn Effect Configurations?! (Spawn Effects)
SECs are located in "Presets/SpawnEffectConfigurations"; Set Spawner's "Spawn effect" to false when using custom spawn effects.

Check the Help Manual for more info and guidance.
Help Manual located inside the Showcase Level (Open in Editor)
Showcase Level Directory: "Content/SeriousSamHD_TSE/Levels/ZZ_SS2ResourcesShowcase/"


[.:<Known Limitations:.]
Some bugs and limitations cannot be fixed or worked around inside the Editor:

"Usables" mean any vehicle or turret that can be controlled by the player (For example, Minigun Turret; HoverFighter)

/!\ IMPORTANT!
  • Usables cause a crash on Multiplayer once a player gets in! (For now, enable usage only in Single Player)
  • Quicksaving while in-vehicle might cause a crash (Usually if you hold forward and F6 simultaneously); Let your level's player base know.

KEEP IN MIND.
  • Puppet Rides (For example, an Orc Soldier riding a Lizard) might not work correctly with Save Games and Multiplayer. (No crucial issues)
  • Usable Vehicles cannot aim-shoot vertically (A workaround is adding assisted homing projectiles)
  • If an enemy is set to "Damage Only" (Or another occasion where an enemy will ignore the player by default) and it's shot by a Usable, it will ignore the player. (A workaround is forcing enemies threat sensitivity once a player is near or enters a usable)
  • When using any SpawnEffectConfigurations, you must use "CSpawneeAvailableScriptEvent" instead of ":GetLastSpawned()" (Spawn Configurations cause a delay which leads to failure pointing the entity)

  • Replaces "SeriousSamFusionCollisionTable.ctbl" to make the Rollerball Collision working

[.:<Credits>:.]
other1 - Blender Plugins and SE Signer, direct contribution by updating asap when an error occurs during porting
noam2000, StealthToast - Netricsa Messages

[.:<Root Files Path>:.]
Root Path: "Content/SeriousSam2"; this resource pack overrides existing files in the Serious Sam 2 folder.

If you read allat, have fun SEDDING! I am waiting to see YOUR.. yes.. YOUR epic level ideas!
I WANT Serious Sam 2 maps in the workshop!




Got a feedback or a solution to an issue? Bring it on!
27 Comments
Nintendo Soybeast 9 May @ 5:06am 
Did some more testing.

I was wrong about the orc footballers, they throw it about as frequently as the SS2 after testing. That is my bad, should have confirmed before posting!

I did notice Cerberus and Spiky Bulldog lunge attack doesn't do damage sometimes. I can't get this to consistently happen. It functions properly more times than it doesn't.

It will happen if I walk directly into the enemy, or stand still. Will see if I can get it to consistently happen.

Thanks again!
Spy's Cr3ed  [author] 8 May @ 7:09am 
@Nintendo Soybeast Thanks for bringing those up!

* Clowns moving in zigzag is most likely a custom behavior using "Tactic" entity
* Physics params are slightly different in Fusion so the Rollerball might not be able to have these intense knockbacks as in SS2 without modifying existing files (which is a no-no for compatibility reasons)
* The behaviors might *slightly* differ because of a few engine tweaks between SS2/Fusion, regardless - appreciate for letting me know

I made the female orc myself as some people asked for the Zap Gun Orc but the original stand out of place (because it was meant to be just as a secret)


I am speaking by rote rn, I'll take a look at all of these and see what can be done!
Nintendo Soybeast 8 May @ 6:19am 
Sorry if someone has already brought up these issues, but here are some things I noticed while testing the enemies from the provided map. I don't think all of these are issues, but something I noticed since I just finished replaying SS2.

- Martial Arts Zombie kick doesn't deal damage
- Primitive shield deals damage to the primitive itself
- In SS2 there are times when the clowns move in a zigzag, though I don't think this is default behavior. Is this something we would be able to set?
- It feels like the orc footballer throws footballs less than the SS2 counterpart
- The rollerball doesn't react to explosions as intensely as the SS2 version. In SS2 it can get pushed back pretty easily by damage.

Curious where did the female orc soldier come from? Never seen it before.

Thanks again for making this awesome pack! Figured I'd leave some things I noticed when testing it out :)
SAmik37 26 Mar @ 6:02pm 
Thanks!
Spy's Cr3ed  [author] 26 Mar @ 4:05pm 
@SAmik37 Fixed.
SAmik37 26 Mar @ 1:16pm 
For some bizarre reason this mod breaks "Tubular HUD", can you please look into that? Sure, I can toggle on and off this pack when I want to play with Tubular HUD but this isn't a best scenario to be honest. Probably bunch of people that have both mods installed will wonder why their HUD just suddenly stop working
Retronur07 30 Dec, 2024 @ 12:01pm 
You're welcome ! I'm glad there are still a people always remembers the old franchise. Also you could add that death sound for Barbarian and Zombie Soldier. Since these two are also have it. Love your work !!
Spy's Cr3ed  [author] 30 Dec, 2024 @ 10:18am 
@Retronur Yeah, I'll take a look on these for the next update. Thanks for the heads up!
Retronur07 27 Dec, 2024 @ 10:19am 
Could i ask you to add walking sound for Zombie Soldier ? And a death sound for Bull Soldier ? (I know it has no death sound but maybe add his sound when falling to the ground)
evandaarcher 24 Dec, 2024 @ 6:34am 
Oh