Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

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Classic Enemy Collision
   
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14 Mar @ 2:42pm
16 Mar @ 4:13am
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Classic Enemy Collision

Description
About Classic Enemy Collision

Important Notes:
  • As some workshop mods already overwrite the collision tables (e.g. Ultimate Resource Pack, CWM), there are special installation instructions listed at the end of the mod description to make sure that this mod works as intended even with these mods enabled
  • This mod may affect performance if a large amount of enemies is concentrated into a small space
  • This mod overwrites the file(s):
    Cotent/SeriousSamFusion/Databases/SeriousSamFusionCollisionTable.ctbl




This mod changes the way the collision between enemies (technically all characters) works. Since Serious Sam Fusion, enemies have per default no blocking collision and can pass through each other. In the older Serious Sam titles, enemies collided with each other, leading to occasionally funny situations. This mod adjusts the global collision table of Serious Sam Fusion in that way, so that enemies are now able to block each other, so their collision bounding box is accounted for all other enemies when collision events happen.



Default case (without mod):
For example, here is a group of 500 kleers in a box. As you can see, there is no collision at all between these beeings.





New case (with mod enabled):
Here the group of 500 kleers is much more spread out and even starts to stack into multiple rows thanks to the new collision filters enabled with this mod.






Overwriting Existing Modded Collision Tables

This list includes the collision table changes of the mods that this mod already comes with:

As some mods of the workshop already overwrite the global collision tables, this mod would have no effect at all on enemy collision, which would make it useless to install. So mods like CWM, the Ultimate Resource Pack and Essential Fusion Fixes already take priority when it comes to the point of which collision table is to be loaded. To circumvent this issue, I have decided to put all the changes to these collision tables into my version and provide a manual download link and installation guide here so everyone has access to the new collision system, regardless of the mods installed from the workshop.

Installation Guide:
  1. Download the collision table here from Drive: Classic Collision Table[drive.google.com]
  2. Right click Serious Sam Fusion in the Steam library and select "Manage". Then select "Search in local game files". That should open the file explorer at the correct location of the game.
  3. Extract the contents of the ZIP file to this location.
  4. Dunno! Now you should be able to start the game and enjoy the classic collision system even with other mod installed that overwrite it.
11 Comments
Doktor Hayden 18 Mar @ 8:32am 
Finally, at least someone fixed this crap, thanks bro.
Opticus  [author] 17 Mar @ 1:27am 
@all: If you have already the Ultimate Resource Pack, Essential Fusion Fixes or Custom Weapon Management (CWM) mod(s) installed, you'll have to manually install the collision table as those mods take priority when it comes to which collision table to load in the game due to the workshop ID system. So the default workshop installation of this mod would have no effect on the game. For this reason, I included a manual installation for the collision tables now, which overwrites all workshop modded collision tables, but still includes the changes of the most prominent mods that touch it.
Bogda 16 Mar @ 3:39pm 
@Opticus glad to hear that, ty
Opticus  [author] 16 Mar @ 3:20pm 
@☦️6♂гда💤: Yes this should work for all Serious Sam titles in Fusion, since the collision table is used for all games inside the global game parameters.
Bogda 16 Mar @ 12:39pm 
does this work for bfe?
Powerous Poul 16 Mar @ 8:24am 
Man - you fixed this HORROR with enemies, from which I died unknown, especially from Kleers or Cucurbitos and they run, and Gnaar is the first and Kleer or Cucurbito attacks through him and I - R.I.P. Now you made a mod for collision for enemies a la from Classic and I can fully play this way HONESTLY, I just don't understand why they abandoned collisions for enemies from Classic, it's like taking apart an old bicycle and inventing a new one, which the old one works PERFECTLY!:bombconfused: Thanks to the mod, you have FIXED a gameplay flaw that was missed in Classic - well done, buddy!:grinsam:
Yurka262 16 Mar @ 4:30am 
ok, I'll check it out, thanks )
Opticus  [author] 16 Mar @ 4:14am 
@Yurka262: I removed now some filters for player collision and also for enemy collision. Now the classic collision should work for all enemies.
Opticus  [author] 15 Mar @ 4:37am 
@Yurka262: It seems that some enemy classes are not affected by my changes. What I found was that the werebulls and major biomechanoids are not affected by my changes to the collision table. So it's not the case that modded enemies in general are not affected by the collision changes but rather some classes of enemies. I have two hypothesis why this behaves that way. In the first, I suggest that there are special collision entries for some enemy classes (which I then have to find). My other hypothesis suggests that the collision boxes of the enemies itself are a problem for the collision detection. I'm currently working on this to find a fix for the missing enemy classes.
Yurka262 15 Mar @ 3:29am 
Does this work for custom monsters as well? Because they act strangely like it's the same as before) I had a lot of them on my map though.