Fixed ice bug where player would shoot past the dialogue causing it to cancel causing future dialogue errors. Caught up with fixing spelling errors documented in the forums Fixed incorect ability for assignment for certain moves on specific monsters. Monster changes: Afteroth SpDefense+ Zapyork SpAttack+ Wraithcaper Attack+ Wraithcaper SpAttack- Woolly Attack+ Woolfray SpAttack+ Woolfray Defense- Woolfray Speed+ Woolfray Hp+ Woolfray +Iron Fracture Woolfray +Ambitious Strike Sweeplighter Attack- Surgeos Speed- Starkite +Drama Wave Lucharock Hp- Removal of previous render pipeline. The previous render pipeline I had installed to Entodrive's project was causing errors for older GPU models. I'm planning on improving the rendering for Entodrive in the future. Possibly adding some post proccessing features to replace the pipeline. I hope to add ambient occlusion, bloom, and other various options for the pause menu in the future. Adjusted the escape mechanic so if you are higher level than your wild encounter you will always escape. Added more missing back sprites. Added all monster list guide https://steamcommunity.com/sharedfiles/filedetails/?id=2603495916 Added back effects for moves that repeat in battle. Fixed bug where max jai doesn't have starter at world championship battle Fixed bug where progress for world championship wouldn't save when reloading into a run.
Note from dev :
Just a friendly reminder that after next week's update there will be a small hiatus of updates. Next update is the 24th. After that the next update won't be till the 22nd of October. If you have something pressing that you'd like me to take care of before the 24th update please let me know.
What's coming next :
Galvinum Mystical Battle Magic Town secret lab More moves More Sidequests More Cache Isle Detail Improvements
It is no longer possible to "lock" buttons, rendering them unusable.
Pressing attack or dodge during landing lag will no longer buffer a jump.
Nerfed Redtangle
UI Enhancements
Pressing the "Ready" key while you are alone in a lobby will now post a message saying "no you can't do that"
New message is displayed when trying to join a lobby when nobody is hosting
Player hurtboxes are slightly more transparent, making it a little easier to tell which character is which
Other bug fixes
UI graphics related to score (pennants, "Game!", etc) now rollback properly
Leaving a 2 person lobby, then joining matchmaking clears the name in P2 slot correctly
Having >8 controllers plugged in no longer warps the controllers' sprites on the controller select menu
The "On/Off" indicators for dark mode, hitbox mode should now be accurate when opening the options menu
Fixed round-end achievements not getting checked for the last round of a game
Fixed a bug where a player could permanently turn gray after airdodging during a rollback
The changes to gameplay make this version incompatible with previous versions of the game. 3.0.1 will only be able to play online with other 3.0.1 users (or any future patch that doesnt change gameplay). Unfortunately I didn't have the code for this in 3.0.0, so 3.0.0 users can join 3.0.1 games. (Not the other way around). Doing this will cause desyncs. It won't impact any future updates.
help me there's a bee on the wall as im writing this. here's my address:
The best aspect of Out of the Park Baseball is its community - and this week, that is on display with an incredible new set of community-selected Perfect Team cards! Pitching, hitting, speed, and defense are all on display in this awesome new set.
Serious Sam Classic: The First Encounter - IIIIDANNYIIII
Hi everyone! As many of you must have found out by now, one of the craziest members of our community recently released a brand-new Serious Sam: The First Encounter mod which updates our original Serious baby with state-of-the-art technology - Ray Tracing.
I remember vividly seeing the mod in one of our community Discord servers a long time ago. Back then, Sultim was about halfway through, and very excited about the stuff he learned while making it. We were instantly impressed and could barely wait for the mod to finally drop, and here we are. Serious Sam: The First Encounter can be played with Ray Tracing. I bet you thought you’d say that out loud. Come on, do it. Say it out loud.
Sultim has spent an insane amount of time on this project, and it definitely shows. That’s why we simply had to send our community master, the artist currently known as THE LAW, on another mission – to interview a superstar modder in the making. Make sure to check out that interview below.
Much love! Danny
BASEMENT CHATS WITH YASEN
Good day, dear readers! Today, I am joined by the guy everyone talks about, the master of Ray Tracing – Sultim! We chat about his latest mod, what motivated him to make it, and how it all came together.
⚪ Hi Sultim. Glad to have you here in the basement. Please introduce yourself to the audience. How long have you been a Serious Sam fan and when did you first start modding for it?
Hello, I'm Sultim and I've finished my bachelor's degree in Software Engineering this Summer. Not sure what to say more about myself, I think this is the most appropriate introduction currently.
I've been a Serious Sam player since 2013, I think, but back then I didn't understand what the game is even about. It was just another game. Over time, I was experimenting with game engines and tried to make my own, of course. And only after figuring out that games are really complex systems, I tried to find a game I could clone for fun. That's how I've returned to Serious Sam because on the surface level it seems like it's a simplistic game. However, after experimenting with trying to clone it, I've found a lot of obstacles. For example, the core gameplay of my clone wasn’t as engaging as the original.
After that, I've been more involved in graphics programming and, like other beginners, started with OpenGL. I was in my second year of university, and we were given a task for a semester to make a finished project with a requirements specification, planning, etc. So, I've chosen to make a very simple game engine. At the end of that semester, it had graphics in OpenGL, a very coarse physics engine that works on triangles and spheres... But anyway, it was finished in a way that it did have an example game (which was set in Egypt). And since then I started to look at Serious Engine 1 more closely as it’s been open-source since 2016.
In January 2020, when I had 2 weeks of holidays, I decided to make a Vulkan port for Serious Engine 1. At the time, I and my friend had a one-year project which was based on Vulkan API, so it was another chance to improve my limited knowledge of Vulkan back then. After 2 weeks it was ready. Seeing this code now is devastating. But it just works. What I remember is that it was really hard to get it to work at the start, I had numerous issues because of my poor knowledge of Serious Engine 1 architecture, WinAPI, Vulkan, C++, etc. I couldn't see The Second Encounter anymore after that - I really tired from it throughout these 2 weeks. The grand idea of that Vulkan port was making a ray tracing port, after seeing Quake 2 RTX. But I didn't have a ray-tracing GPU, nor a strong knowledge of APIs and SE1.
⚪ Ray tracing is a relatively new graphical development. How challenging was getting this technology to compile on a nearly twenty-year-old engine? Did you have to perform significant code rewrites for it?
The initial compilation was quite challenging. Introducing Vulkan API wasn't hard – it was already there. But the problems were related to the fact that ray-tracing extensions require the application to be 64-bit. SE1 was initially 32-bit. So, SE1 had to be ported to 64-bit. Fortunately, there was an open-sourced x64 Linux port of SE1! That was a great relief because SE1 has some places not prepared for x64, like some pointers, which are assumed to be 4 bytes long, but with x64 they can be 8 bytes.
The project itself has roots in September of 2020 when the 4th year of my education started. Since it's the final year, all the students must make another one-year project, namely "Graduation thesis". So, after much deliberation, I've finally chosen to make a library that should help to port games to path tracing and I've started to make a research of the subject, concepts of path tracing, light physics, what are the current hardware limitations, etc.
I really needed a ray-tracing GPU to test so I decided to buy an RTX3070 which was released at the end of October 2020. Buying one was a pain in the ass. At the release hour, I was sitting for 2 hours straight and reloading the online store page to get just anything. The first time I tried to order an available GPU, it just disappeared in front of me. But I got one eventually.
The development of the library started in November 2020 and I started to sort out the old graphics engine of Serious Engine 1. Of course, the old graphics engine was really optimized for rasterization. And it wasn't possible to make a few changes to it to make it work with ray–tracing primitives. More grand changes must've been introduced to the engine. Almost every day I was assembling piece by piece the library. And I got something working in Serious Engine 1 itself by the middle of January 2021.
After that it seemed to me that with enough passion I'll be able to release Serious Sam: Ray Traced in May 2021. But now we all know how that went.
Each component of Serious Engine 1 had to have been reworked; dynamic geometry, static geometry, static movable geometry, particles, water, light sources... The main problem is the lack of game resources and meta-information: like, what light sources are not "natural" (like torches), what geometry can't be visible (in Oasis, in Moon Mountains, and others there was overlapping geometry that should not be visible from one side, but visible from another), what are the water polygons, the lack of normal maps, roughness, metallicity, emission maps (SE1 uses up to 3 textures per polygon, and each of them should have additional 2 PBR textures, it increases the load on GPU to fetch that data), etc etc.
With all that, path tracing is limited with current generation GPUs -- only a very limited amount of rays can be cast per pixel, around 4-7. Offline path tracers are using thousands of rays per pixel! So because of maintaining the real-time-ness (very few rays per pixel), there's a lot of noise on raw ray-traced images. So there are denoising techniques that are designed specifically for such cases: they require only 1 sample per pixel, one of them is A-SVGF, which was used in my library and consequently, in Serious Sam: Ray Traced.
Another kind of problem is how to draw particles and other semi-transparent geometry, and since with ray tracing it would cost another few rays, I've decided to draw them with classic rasterization but using ray traced depth buffer, so semi-transparent geometry can be hidden by ray-traced geometry.
⚪ Where else have you spent time reworking engine aspects? Did you have to perform case-by-case fixes in certain levels or were your changes global?
There are a ton of such fixes on each level. Testers really helped with that - they've pointed out most such inconsistencies. Like no lights in cutscenes or Sewers which were too dark (so the flashlight angle is wider there), invisible Gnaars are hard to see, etc. The fresh point of view is very useful because after 10 months of development one gets too used to everything in a project. I would say the most time-consuming part is level tweaking.
⚪ Testers are always lifesavers! So now the most important question is, was your thesis graded and what grade did you receive?
I've finished my studies successfully and got an "Excellent" grade (which means 5 on the scale from 2 to 5 [it's the Russian academic grading system]) for my thesis and its defence. It was challenging to make this thesis, to create such a library, to make the ray tracing port of SE1, but it was enjoyable, in a way that it was genuinely exciting to develop it, and also interesting and funny to see the people's reactions, to read their comments.
⚪ Congratulations, you really deserve it. When you first told me about the mod I was absolutely sure it's one of those mods that would never see the light of day, but you proved me wrong and did a great job! What are your plans for the future now that you have graduated?
My current plans are to rest a bit from such intense work, because I was thinking and developing it almost every day, especially after graduation when there were almost no distractions.
For the future, I really don't know. There are several ways for me, and until November it's very uncertain. I don't know, maybe there'll be another port. We'll see.
⚪ Thank you for this interview Sultim, I really appreciate you taking the time to be here with us. As always, please take the stage to share whatever you wish with our Serious community! As for you my dear readers, I’ll see you soon in the next episode where we are going to interview one of the biggest Serious Sam fans in Russia “Samson”
Oh, god, never underestimate the power of open-sourced projects.
[Improvements / Content Update] - Advanced weapon handling - Improved hit/damage detection - Improved weapon physics and weight - Improved enemy body physics during collisions - Added choking sounds for enemies - Combat sound improvements (slash, stab, de-stab) - Reduced game install size without compromising quality - Improved spatial sounds for Zombies in Horde to hear them coming - Weapons close to your body won't have Telekinesis grip indicators - Increased range of Telekinesis for all 5 skill levels - Nerfed enemy damage in lower levels - Added a modifier to remove the curse from the Cursed Axe - Knocked out enemies have a gray HP bar to indicate this (if enabled) - You can now start fights without any weapons equipped - Normal enemy color adjustments (all 4 base factions)
[Bug Fixes] - Bug fix: Subtitles don't show up in Chinese or Korean - Bug fix: Vignette doesn't appear to indicate damage intake - Bug fix: Lightning can immortalize zombies, even if decapitated - Bug fix: You can walk through a wall on a particular level - Bug fix: Missing texture on one of the towers in the Arena map - Bug fix: Enemies can still T-Pose after a player dies - Bug fix: If Claus is doomfisted out of the map, he teleports back - Bug fix: Can't electrocute knocked out enemies - Bug fix: Telekinesis gripping stabbed swords causes damage + glitching - Bug fix: Grip indicators sometimes stay on weapon after gripped
+ Option to manipulate with wardrobe on the your own DAZ3D uploaded characters
+ Improved light for 149 scenes + In all 204 scenes in the Scene settings has been added options to switch of: Building folder Props folder Furniture folder Plants folder Ground folder Light folder Fx folder Vehicles folder Crowd folder
Area Lights Point Lights Spot Lights Reflection Probes Misc Baked Realtime
New Features: * Adds support for our new Video Call feature. Steam users can now join our live video call workshops for free, as well as calls run by other users to hang out and share tips and tricks with other DJs. Currently starting your own Video Call is not available as it requires a Tribe Plus subscription, but we are working making this option available to Steam in the near future.
* Added support for playing FLAC files! (FLAC file metadata import not yet supported, but you can workaround with a Rekordbox collection import for now)
* Added equipment save states. Toggle saving in the Settings > Equipment menu to autosave important controls between freeplay sessions. By default only saves "settings" controls like crossfader curves, jog weight adjustment, headphone levels, time display mode, and others. If you would like to customize your save to include other controls check with us in the help channel or the FAQ for more info.
* Massive optimizations to GPU performance, allowing Tribe to run at solid framerates on lower end GPUs.
* Added slip functionality to loops and hot cues (hold hot cue to play, release to return to slip position). Also added a slip position marker to the screen.
* Added scroll lock to Twitch chat (scrolling up activates lock)
Fixes: * Fixed issue where Beatport/SoundCloud tracks would sometimes fail to open after download and required loading twice.
* Fixed import of Soundcloud tracks from Rekordbox collections
Trials of Mount Tiamat is here and these Champions are ready to help defeat the Dragon Queen! Prudence, Bruenor, Arkhan, Wallnut, and Strix are buffed all weekend to help your formations!
I decided to release the game as Early Access. Unfortunately, due to the fact that there is not much time until Halloween, I will not be able to release the full version of the game by October 31.
I don't want to leave you with nothing, so the game will be available for purchase on Steam on November 1 at 12am PDT, but the game will be in Early Access.
The game development process has exceeded my capabilities and it will not be possible to release the full version this year. I want to focus on working out all the chapters carefully, and the fact that each chapter will feature a different gameplay will only extend the game development process.
Hope you understand my decision and don't refuse to play "Halloween Night".