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I'm not planning to update the one for Fusion anytime soon because, essentially, it breaks on every single game patch.
Time to get my Vive out.
Check Melody's Escape out.
The enemies probably have too many polygons in the collision mesh so they fall under the ground, ignoring collisions. I had a similar problem with some terrains I tried to import, I had to create an approximative collision mesh in order to fix it. I don't know how it may be related to my global game parameters file, probably reaction times and/or enemy speeds.
Checked replaced files and there's no apparent collision between the two mods. Do they fall under the ground ignoring collisions? If that, I guess there are too many polygons in the collision mesh of the enemy models.
I'm checking that.
Probably some difficulty balancement, I'll look into that soon.
So our two weapon packs have two different design philosophies and I don't believe they would mix at all I'm afraid.
Because I'm still balancing the mod, video wouldn't represent anything "definitive".
Bunnyhopping is done different ways in many games (see, for instance, the difference between Half-Life bhop and Quake bhop). Bunnyhopping in Serious Sam can by performing sequential correct curvejumps.
Its my mistake, i read bunnyhopping as strafejump. I thought you mentioned it and wounder why i dont ecountered it in the game.
Can you record a video of the problem you're experiencing?
Can you curvejump in Serious Sam?
Thanks!
@Spy's Cr3ed
Hi, I and my sister are planning a slower mode than normal as well. My sister has low reaction times and bad aim, so I'm cooperating with her to make something suited for her and similar people as well. If you want to help us, I'll send you a friend request.
Thanks, glad you liked it.