Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

AWE - The Second Encounter Edition v2.0
32 Comments
Seiryu Akuma 17 Jul @ 11:04am 
Listen, I'm probably getting "impudent" with questions and requests, but can you make a version of the mod where the flamethrower uses the standard amount of ammunition? I still can't understand why your weapon rework for BFE works with animations from BAZAR, but for HD it's buggy with the flamethrower. This question haunts me.
Seiryu Akuma 18 Jan @ 11:25pm 
Fred, just with the Reanimation Pack that was created for BFE, there are no conflicts at all. I checked it on all types of weapons and there are no problems at all. The animation pack replaces sounds perfectly. The guns work well too. Everything is, so to speak, zer gut and nothing needs to be changed.
Fred-104 8 Oct, 2024 @ 6:24pm 
Technically you can recreate the stat buffs from this mod and have Bazar's HD Reanimation pack active at the same time. Same thing with his BFE Reanimation Pack (except in this case, it tends to conflict with the Weapon Enhancements 3.0 mod)
Artificial  [author] 12 Mar, 2024 @ 4:28pm 
My mod doesn't modify the animations of any weapons, but it DOES modify the weapon .ep files (and yes, it definitely needs to) and some sound files, so if the animations mod conflicts with it, that's probably because it's also modifying the weapon .ep files, so you might be kinda out of luck there.
Seiryu Akuma 9 Mar, 2024 @ 2:59pm 
Hello. First of all, I want to thank you for this modification. Without it, I can’t play classic Sam on Complex (because I want a relaxing meat grinder).
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.
Artificial  [author] 16 Oct, 2022 @ 6:16pm 
Thanks! <3

The direction is generally MOAR POWAH.
[FOG] ha1sez 16 Oct, 2022 @ 5:01am 
I don’t understand, it’s like the balance is changing, but it’s not clear in which direction, but it’s damn fun, fellas
Artificial  [author] 4 Feb, 2018 @ 2:43am 
Largeish update to this. Highlights are the shotguns getting buffed a bit and some new firing sounds for two weapons plus the Tommy Gun's sound redone. Check the change notes at the top right for more details.
Artificial  [author] 8 Nov, 2017 @ 2:42am 
@SCP-001 Overseer: No problem! I didn't do very much at all. lol
Lankycide 7 Nov, 2017 @ 9:56pm 
Oh, remember when you showed me how to edit this game? Well, since then, I've been spending a socially unacceptable amount of time making my own mod. And after many months, it's nearly finished.

I just wanted to thank you. :)
Artificial  [author] 7 Nov, 2017 @ 2:19pm 
@SCP-001 Overseer: UGH. Not more updating... DX Ah well. I guess at least I can do something about it instead of having to wait for Croteam to fix it.
Lankycide 7 Nov, 2017 @ 11:53am 
That's... unusual. After I remade the .ep file, me and my friend played and used it to our hearts' content. xD
Artificial  [author] 7 Nov, 2017 @ 11:08am 
@SCP-001 Overseer: The last update also globally broke the Mutilator. XD Apparently they were making some adjustments to it for VR and they unknowingly broke it in the process. It now always seeks the center of the map. (0, 0, 0)
Lankycide 7 Nov, 2017 @ 10:21am 
Just an FYI, the Mutilator might be having the same problem. I just experienced some weirdness with my friend in a Co-op match where his game crashed, and the beams of my Mutilator were all over the place. I'm going to be attempting a fix now. Just so that you're aware if you start having similar problems. :)
Artificial  [author] 7 Nov, 2017 @ 9:54am 
@SCP-001 Overseer: Yeah, the last update changed the Cannon somehow.
Lankycide 6 Nov, 2017 @ 9:54pm 
I had that exact same problem with my mod (not published yet). It must've had something to do with the last update.
Artificial  [author] 6 Nov, 2017 @ 8:14pm 
For anyone that had a problem with the Cannonball.ep file with this mod very recently, it's been fixed now. Let me know if there's anymore problems.
Artificial  [author] 8 Jul, 2017 @ 12:33pm 
@Dominik: Maybe... Maybe...
Dominik 8 Jul, 2017 @ 4:00am 
Instagib Damages for Fusion would be cool xD.
Lankycide 8 Jul, 2017 @ 2:49am 
Awesome! It works! I tried doing that, but it kept giving me an error when I tried to save the shotgun again. Turns out, I just needed to restart the editor before trying again. Thanks! :D I'm off to go spend a socially unacceptable amount of time tweaking my stats. xD

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.
Artificial  [author] 7 Jul, 2017 @ 3:54pm 
Default settings can be easily restored by simply deleting the modified EP file in your SS Fusion directory. In my case, for the BFE shotgun, it would be located in: C:\Program Files (x86)\Steam\SteamApps\common\Serious Sam Fusion 2017\Content\SeriousSam3\Databases\Weapons

As to the value you changed, that would most likely be Pattern Stretch.
Lankycide 7 Jul, 2017 @ 1:22pm 
Okay, that was truly awesome. I just spent every last bit of my free time editing the white smoke out of the BFE guns. :D Thanks a bunch. I felt so stupid when you told me it was in the Tools section. How did I not see that before? I don't go in there often, but I should have stumbled across it sooner or later! :O

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.
Artificial  [author] 6 Jul, 2017 @ 11:31pm 
@SCP-001 Overseer: It's no problem. I'll consider it some more. A part of me actually would like more leeway with the Minigun in terms of ammo to be honest.

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.
Lankycide 6 Jul, 2017 @ 11:08pm 
Alright, no problem. :) I'd actually genuinely forgotten about the tommygun in my review, so my bad. Although... Now that I think about it, more ammo for the tommygun wouldn't be a train-smash at all, as it is far from overpowered, in any situation. So I still think that more ammo + slightly weaker minigun is a good idea, but that is just my opinion.

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. :/
Artificial  [author] 6 Jul, 2017 @ 2:57pm 
On Normal difficulty, there is indeed a shortage of Minigun ammo. But what you are just describing is exactly how my Minigun is balanced. You say that it cuts through pretty much anything and you are indeed right, but considering that ammo for it is blasted through so quickly and that it's sometimes rare to find, and even further, that the Tommy Gun draws from the same ammo pool as well, all this combines to make bullets a valuable commodity. Like cannonballs. When you fire this Minigun, you mean business.

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.
Lankycide 6 Jul, 2017 @ 11:20am 
Part 2: As of current (vanilla too), the minigun is truly fun, but can only be used in disappointingly short bursts before running dry and having to find ammo boxes. And that's how the endless cycle goes.

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. :)
Lankycide 6 Jul, 2017 @ 11:20am 
Part 1: I tested the Minigun today, and I believe it kills everything too quickly to be fun. Kleers die in 4 shots, and the current fire rate means that a would-be fun time mowing down a horde becomes a quick flash of fire in their direction before moving on. Red Mechs barely make it into their 3rd second when shot. There is no sense of danger, since nothing lasts long enough to be a threat.

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
Lankycide 5 Jul, 2017 @ 10:52pm 
Oh, that sounds interesting! :D Could be that they're only going to add modifiable melee weapons, but I'm hoping they do alternate firing modes or something. Thanks!
Artificial  [author] 5 Jul, 2017 @ 2:52pm 
@SCP-001 Overseer: I don't really have anymore details than that. Here is what was officially posted by Danny CT about two months ago:

"The current generic weapon system lacks the options to modify melee weapons, but that will change soon. The team is on it."
Lankycide 5 Jul, 2017 @ 1:09pm 
Yeah, no prob. I can wait. Barely... xD

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?
Artificial  [author] 3 Jul, 2017 @ 10:17am 
@SCP-001 Overseer: Yeah, I wish I could edit them too but I can't. Until I can, we gotta wait.
Lankycide 3 Jul, 2017 @ 5:10am 
Subscribed! :D

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. :)