Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

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[Resource] Ry's Serious Sam 2 Weapons and Items
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Content: Weapons
File Size
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91.148 MB
22 Apr, 2024 @ 2:55pm
27 Mar @ 9:08pm
6 Change Notes ( view )
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[Resource] Ry's Serious Sam 2 Weapons and Items

Description
This mod adds all of the weapons and the majority of the items from Serious Sam 2 as a resource for mappers to use. While most of the weapons were based on those from the Ultimate Weapon Pack, these ones have been completely overhauled; Meshes imported from the game itself (instead of the Motherlode sources, which were missing stuff), redone shaders, animations, and icons, effects and muzzle flashes from the game, and also a bunch of extra scripting power behind all of it. I've been fiddling with these weapons since I added the Kronor map to Procedural Skyways, with more work getting put into them for Serious Sam 2 Deathmatch: Fusion, and figured I should do it big with these versions of the weapons.

If you want to try out the weapons (and items) yourself, the showcase level shown in the video is included under the `Serious Sam 2 Weapon Showcase` episode, and the Deathmatch versions of most of the weapons are used in Serious Sam 2 Deathmatch: Fusion. But also, if you'd like to use these weapons pretty much anywhere in the game, check out Custom Weapons Management, which now has support for these weapons.

Features of note:
  • Includes the Beam Gun as it's seen in the 2.09X patches of Serious Sam 2, with some stat adjustments as to not completely overshadow the Plasma Rifle.
  • Also includes a remake of the beta horizontal "Blade-Thrower" mode for the Circular Saw, which can be used when you collect extra saw blades. Blades rebound off walls and easily cut through weaker enemies, but are stopped by stronger ones.
  • On weapons like the Minigun that have a broken screen, I restored the displays as seen in old footage, with working ammo gauges and the like. I even reworked the Serious Bomb's lights to start lighting up once you light the fuse.
  • The Minigun and Uzis discharge 3D bullet casings that'll land on the floor.
  • All weapons except for the Zap Gun have DM parameters which are balanced for Versus play.
  • Full, tested, VR support. There are also custom ammo counters and recoil gauges.
  • SSHD Netricsa entries for all of the weapons, mostly pulled from the instruction manual, but a couple custom ones in there.


Weapons:
  • Hand Grenades (Usable with Alt Fire with most weapons)
  • Circular Saw
  • Blade-Thrower
  • Colts
  • Zap Gun
  • Auto Shotgun
  • Double Shotgun
  • Uzis
  • Minigun
  • Rocket Launcher
  • Grenade Launcher
  • Plasma Rifle
  • Beam Gun
  • Sniper
  • Klodovik
  • Cannon
  • Serious Bomb

Ammo items:
  • Saw Blades (Awards the Blade-Thrower if you have a Circular Saw)
  • Shells (10 and 20 versions)
  • Bullets
  • Rockets
  • Grenades
  • Plasma
  • Sniper Bullets
  • Klodovik (Ammo style; Also gives the weapon)
  • Cannonballs
  • Custom infinite ammo crates for Serious Sam 3

Powerups:
  • Serious Damage
  • Serious Speed
  • Invulnerability
  • Invisibility (For Versus; No effect against enemies in campaign)

Other:
  • All health items (5, 10, 25, 50, 100)
  • All armor items (5, 10, 25, 50, 100, 200)
  • All treasure items (100, 1000, 5000, plus variants for lives-enabled modes)
  • Extra Life


Notes:
  • The SSHD-style Uzis fire randomly between the two instead of alternating. This is because there's absolutely no way to get a proper bullet-firing gun (very important for Versus) to alternate firing animations like you could with a projectile-shooting gun.
  • Hand Grenades:
    • Hand Grenades are used with Alt Fire, but only with weapon types that don't use alt fire for other purposes (for instance, the Sniper). Note that this does not account for being able to use objects with Alt Fire, as I can't check if an object you're aiming at is usable.
    • There is no numerical display for how many Hand Grenades you have on hand, but you can roughly check how many you have left via the ammo list in the bottom-right.
    • VR players get a weapon version of the Hand Grenades to use, but if you're playing in Flat Friendly mode, you can also throw grenades by pressing the trigger with an empty hand.
    • Killing another player (or yourself) with a Hand Grenade in multiplayer will show a generic death message for that player instead of the proper kill message. It's not possible to assign a weapon for script-spawned projectiles.
  • Beam Gun:
    • In order to halve ammo consumption, for flat players I toggle infinite ammo on the player every other shot, and VR players I add an ammo every other shot. These both are relatively incompatible (especially the latter) with levels that are scripted to set infinite ammo on the player at times (the custom difficulty setting should be fine).
    • When the Beam Gun's beam bounces off a Witch Bride, it also shows a bullet bouncing off. The Beam Gun does fire invisible bullets for damage, but the Witch Bride bullet deflection doesn't respect that.
  • While the Circular Saw can be used while sprinting in SS3, note that in third person, the sawing occurs where the weapon is being held on the character, and during the sprinting animation, the weapon is aimed down and to the left. Using it in first person does not have this problem.
  • In team-based Versus gamemodes, the Plasma Rifle's projectiles *will* home in on allies. I have to do the homing against players manually, and there's no way to check which team any given player is on.
  • The charge guages for the Zap Gun and Grenade Launcher, as well as the size of the animated graph on the Beam Gun, are controlled by local inputs. If you're spectating another player in multiplayer, these won't animate.
  • I wasn't able to use the standard SS3 item outlines without visual problems, so I made hybrid SS2/SS3 effects. Good chance they'll stick out with other SS3 items around, since those are all so uniform.
  • Problems relating to globally-set stuff:
    • Serious Jump and Serious Score powerup items are not included, as the functionality of those is controlled by the GlobalGameParams and HUDParams, where they're set to last very short amounts of time (Jump is 5 seconds, and Score is, uh, 0) and have no HUD indicators.
    • Any powerups dropped on death will be the regular powerup for that gametitle, as that's set in the GlobalGameParams.
    • The SSHD-style Serious Damage will use the SSHD Serious Damage sound, as that's set in the GlobalGameParams. The full sound I do in SS2DM:Fusion is part of a level-based script in that.
    • The Extra Life item will use whatever the extra life sound is for the gametitle. The sound is set in the GlobalGameParams, since it also plays for getting an extra life through score.
  • This does not replace the SS2 weapons from the Ultimate Weapon Pack, nor is that pack required for these to work.


Thanks to anomalouslymandatory for testing (including VR testing).
As well, credit to noam 2000 for making the original set of Serious Sam 2 weapons that these were based on.
15 Comments
sexymixie06 30 Mar @ 7:46am 
deathmatch pro?
masterchief 18 Dec, 2024 @ 7:12am 
i like that your version of the ss2 rocket launcher is the version of the working screen that actually shows the rocket icon on it, kinda wished there was a weapons replacement mod for classic ss2 that would change it to your version, cuz i dont like it they restored the screen just to show an empty black screen with just the red circle on it.
Cat_N_Flammen 9 Aug, 2024 @ 7:54am 
This is f-u-c-k-ing great, man!!!:msfortune:
Ryason55  [author] 16 May, 2024 @ 9:36pm 
Update: Implemented numerous visual improvements to the weapons provided by Spy's Cr3ed! I also made some other changes, like now the Cannon's gauges are functional, and the Hand Grenades no longer deal self-damage in SP/Co-op. See the Change Notes for details.

Also added the Automatic Script Parser as a requirement because I simply forgot to.

@SashexSRB Only thing I can think of is that a second instance of the weapon script is running. Note that the scripts run globally, and don't need to be ran as part of the level.
SashexSRB 15 May, 2024 @ 4:42pm 
I am currently experimenting with this stuff. Hand Grenades have some kind of an issue?
When i put them as generic item in the world and receive 6 grenades, i can only use 3 and the ammo count is 0.

Is there a way to fix this?
Drag0n 30 Apr, 2024 @ 10:32am 
Hell yeah, thanks!
Ryason55  [author] 30 Apr, 2024 @ 8:37am 
Small update to the weapons, adjusting some things for when the weapons are used in the base games, as well as some other cosmetic adjustments. Check the Change Notes for details.

Relatedly, Custom Weapons Management support is now LIVE, so go nuts.

And yes, the saw blades do bounce off walls.
Drag0n 25 Apr, 2024 @ 9:51am 
Can someone post here when it's added to CWM? Thanks!
Shockwave 25 Apr, 2024 @ 1:27am 
Needs to be on CWM