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Just going to delete all my saves and try to load a fresh level. But it persisted even after I disabled NKSuber
Update, problem persisted even after I deleted all of my saves.
Update again, I think the Karnak demo is messing with my saves, let me delete those saves and then try again. I will disable Karnak demo if it persists after
Final update, disabling all workshop packages, deleting all my saves, etc. finally fixed the problem
A little disappointed though that some of the weapons don't show up on the weapon wheel
And i'll look into fixing those weapons so that they show up on the weapon wheel.
- I have two identical levels, the first one being the old version (doesn't continue the campaign upon completing it)
- the new version of the level is amazing, with improved secrets, enemies.. everything! great job.. but still:
- old voice lines with their lower audio quality take you out of the experience, and we're kinda tired to hear them over and over again, with Sam looking stupid for repeating himself
- the floating keys are weird to see with all other pickups being realistically placed
- the door at the first plaza doesn't close during the second, post side quest wave (it has to reopen after the fight to prevent soft locks though)
1/2
- all the weapon buffs are not needed (the shotgun is still weaker than the knife, but it becomes OP with dual wielding) and way too powerful (no spread and max accuracy? seriously?) [my take: remove them entirely, Sam 4 weapons are already balanced very well]
- I know I'm not the only one having this opinion: the Tommy Gun model sucks, has terrible running animation and model, cluttered sight and has the AR model on the ground and AR bullets also doesn't work with the weapon either [my take: don't force the skin on the player, let them choose; aka remove it]
Regardless of these opinions/issues, your work keeping improving dramatically after each update, you're really getting the hang of this
2/2
- You lose gadgets between levels
- ESTs are not truthful to a Sam player playing this mod, my suggestions for the first 4 levels would be: 30m, 35m, 1h20m, 45m (yup, 4 horseman is that long despite the cuts, because reworked fights takes ages);
- Another common problem are inconsistent cutscenes, with NPCs disappearing or different Khnums or inexistant witch brides.. why not remove the inconsistent ones? we know the story, just keep the ones that makes sense
- This is a suggestion: a Skill Point in the first level will help a lot reaching the fast reload for the final level 2 fight and the move and shoot/reload SP faster.. this is supposed to be only the Roman campaign so it would hurt adding more SPs here and there
1/2
- Level 2: Grenadiers on top of statues and obelisks at the metal snake plaza look silly; the name of some objectives are too long and break the frame (the rooftop side quest for example); the second wood plank to help jump into the secret makes no logical sense and looks bad.. is not that difficult of a jump;
- Level 3: I've managed to bring the bike over the side quest and for the rest of the level without trying, just driving through the door; this level is way too long, longer than the original despite the cuts.. my suggestions would be: instead of spawning a random bike after the parking lot, place it where the side quest is and remove the returning wave, so you can drive back from there + remove the last boss step which is fairly redundant (break points at 33% and 66% of HP); it wouldn't help a lot, for that the main corridors have to be cut, but I understand is not something you might invest time looking into
2/2
So...
-I get what you mean about old voice lines. It's hard to decide what to do as I would like more voice lines to be used. Especially when picking up weapons etc as the base game hardly as any at all. There aren't many from SS4 than I can use so I have to use old ones.
-I agree about the floating keys. I had it the way it is to make sure no one misses it. I will most likely change it to one of the other models which isn't as obnoxious and out of place.
-Ah I know the one you mean, I decided to leave the door open for that 2nd fight. In case the player gets overrun which is likely as there are a lot of processed. Or if they wanted to make a choke point and lob grenades through it.
-I hear you. You're probably right about the secret names. There is no need to give them all different names so in the next update I'll change that. I'll try not to do as many humorous secrets in the next levels. I understand what you mean, but it's hard because I don't want all secrets to be just ammo and gadgets or ambushes even. I'm still trying to find a good balance. I am going to remove 1 H&S from level 5 though, and the next levels will also only have 1.
-And about the weapons. I'll change it so the tommy gun model is optional. I'll see for a bit longer how the weapon buffs go. I'm only giving them a trial run for now.
-Ah and yeah, cutscenes. I think it would be a good idea to remove inconsistent ones. I'll
look into that for sure
-I'll change the ESTs, you're definitely right there. Next update.
-Hmmm I think you are probably right about the skill point. I'll add it to my 'to look into' list.
Would be nice to have one later on the 1st level perhaps.
-I'll try shorten some of the Objective names etc, so they fit better.
-Ah I've had someone else point that out actually already about the bike, i'll look into it again.
Weird.
Yeah I'm currently going through level 3 again atm for my next update to tidy it up more. I
am looking into if I can still shorten some more areas a bit, like how you suggested. Level is agreeably kind of a drag.
I get now gadgets loss is intentional, but than having a Serious Bomb at some point just to use it against a boss is not evident at first, even if in retrospective might justify the enemy spam there.. most people play mods once, and they will probably miss out on the gadgets as well (like me.. it took me five levels to realize: wait, where are the gadgets? - the point is: a core mechanic changed without any subtle or even direct inputs that alert the player about the change); voice lines make the mod vivid and real like the original experience, I get that, but the audio disparity is such a drag (SS3 at least are bearable), but I'll stop giving you an hard time for them! I also appreciate invisible gnaars being used sparingly.
My feedback on the weapon buffs is what inconvenience every modder but helps the community: make it a separate mod (yeah I know sometimes is not that easy and it's easier for you to keep everything in one condensed package); also I started playing mods on Normal lately because I'm quite tired of imbalances that completely ruin the experience (generally speaking) so take that in consideration while decoding my suggestions
You make a good point. In my next update I'll try make it more obvious that gadgets are removed at the end of levels. And yeah I tried my best to use very few invisible gnaars and I will keep it that way for the rest of the levels.
That is also a good idea. I'll look into having the weapon changes as a separate mod that replace the base weapons so that players can choose whether to play my mod with it or not. It could also be used while playing the base campaign or other mods as well. So that would be neat too.
P.S: replaying levels to find secrets, in the first grenadier area in level 2 there's a flying lamp post.. minor thing but still, eheh
''walker_red.mld does not cover all cases!''
''Content/seriousam4/scripts/enemies/windows01.ans' isnt signed with sufficient credentials (Editor).''
''Content/serioussam4/levels/01_matt_reworks/04_colosseum_MRR.wld:Content/serioussam4/models/architcteture/italy/rome/windowshutters_01/windowshutters_02.mld:''
Ah yes thee dancing secret, I didn't take into account that it may be triggered accidentally so thank you for pointing it out. I'll check it out.
Flying lamp post is Croteam's fault not mine haha, but funny nonetheless.