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There is such a thing. The other day a mod was released https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3168174658 . A mod that gives excellent animations to all weapons from the classic Sam. And the animations work well except for one thing. Flamethrower. But as soon as you turned off your mod, everything became normal.
Tell me, can you figure out why your mod is not fully compatible with the animation and impact mod for weapons?
Thank you in advance.
The direction is generally MOAR POWAH.
I just wanted to thank you. :)
Also, about that spread issue I had. I eventually got it fixed. The pattern stretch wasn't the problem, it was those other pattern options just above it. "Scatter y stretch" and "Scatter distance" and "Scatter radius min". I still have no idea what those do, so I'm leaving them alone for now.
As to the value you changed, that would most likely be Pattern Stretch.
Anyway. I have hit a small snag, and I've Googled until my PC threatened to go on strike, and I haven't found a solution, so... I need to turn to you for help once again. :( You see, I... kinda borked something up horrifically. The single shotgun's spread is so bad that it's off the screen, and I don't know which one of the spread options is the culprit. No matter what I change, problem persists.
Is there a way to restore the default settings for a gun? I can't seem to find a way.
As to editing, in Steam, download the Serious Sam Fusion 2017 Editor through the Tools section. Tools can be found in the Library drop-down box. Run it. Now, let's say, you want to modify, say, the Pistol in BFE. You would click File > Open > Document... Then browse to this directory: Content/SeriousSam3/Databases/Weapons and then open the PistolWeapon EP file. Then just modify the values you want and then go to File > Save and, assuming you don't have any mods downloaded that alter that file, your changes should take effect when you start the game.
Especially considering that I gave you quite a large amount of criticism, thanks for taking my words seriously, and for taking the time to answer genuinely. :D
As a side note, instead of talking your ear off with each of the other guns, would it be possible to make my own stat changes? Sorry, I'm not trying to step on your toes here, I'm just curious. How do you mod this game anyway? Is it just editing variables in a config file somewhere? I've done some Googling and no one seems to be able to tell me anything. :/
Having said that though, I do know what you mean. Nerfing it some and giving it more ammo would also be another way to balance it, but I REALLY didn't want any overlap with the Tommy Gun. It may be that I went a little overboard doing it, but still.
I humbly suggest raising the total carryable ammo, as well as a slight damage reduction to make it practical for that. Basically, I think good, meaty, and satisfying lengths of slaughter are sadly missing.
Thanks in advance for reading, and sorry for my word-wall. :)
But, I have a more complex/awesome idea than damage reductions. In SS2, the minigun shot slowly, had 1000 total ammo, and had just enough damage to be effective against any target. This meant prolonged minigun stints, and a constant stream of death and adrenaline, prioritizing targets and reacting to dangers. That's what this game needs! :D
"The current generic weapon system lacks the options to modify melee weapons, but that will change soon. The team is on it."
Hang on a sec... In your FAQ, in the last question, you said:
"Also, Croteam has said that they will be implementing a way to change them more thoroughly once they implement their new weapon system, but no hard dates are known for when that will be."
Sorry to ask so many questions, but those words spark some excitement in me. What new "weapon system" do you mean? Is it anything worth getting excited for?
I'd heard about the issue with the flamer, and I'm glad to see it getting its own touch of your awesomeness too.
As for the melees, I agree that they aren't overly needing much, but can I offer a humble suggestion? A bit of a buff for both would be lovely. In the chainsaw's case, aside from being a lifesaver against hoppers, you'd only ever use it to get rid of a few small melee enemies that aren't worth the ammo. I want to be able to saw a group of kleers in the same way you'd saw a group of gnaars, so that you'd have an incentive to pull out your chainsaw in the same way you'd pull out a tommygun, for example.
And the knife? That's trickier. To be fair, if it killed a red walker in one hit, that still wouldn't be overpowered considering other weapons could do it better, and the danger in trying that. Perhaps it could be a fast-attacking 1-shotter against kleer-level enemies? Then it'd at least be unique compared to the sledge. I dunno. I'll leave that up to you. :)