
Serious Sam Classics: Revolution
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Serious Sam Revolution Update 1.03Feb 20, 2020 - Community AnnouncementsHi all! As promised earlier this week, we're updating Serious Sam Classics: Revolution with some relatively small, but very important changes. Namely, Revolution is now available with full Russian localization, including all in-game text and achievements. A huge shout-out to the members of our community, as without them this would have never happened. We love you all! The second part of the update has sorted out the issues which prevented some players from unlocking achievements. All achievements should now be in working order in singleplayer and multiplayer. A small note, updating the game will override your saved progress, and you will have to start fresh. This is an unfortunate limitation of the old engine and is unavoidable in situations like this. If you are not keen on starting over, you can choose to stick with the current version of the game for good. To do that, please right-click on Revolution in your library, go to the "betas" tab, and select "revo-1.02" from the drop-down menu. This will also stop the game from updating automatically in the future, so keep that in mind. You will need to do this for the Dedicated Server and Revo Toolkit as well, if you are using them. Much love from Croteam, DannySerious Sam: Revolution Update IncomingFeb 17, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/4306939/af59b30f242054e76ac83ff6a53dcac496d26a3f.jpg Hi all! This Thursday we will be releasing a small update to Revolution. With this update, players should no longer have issues with unlocking achievements, and the game will be getting full Russian localization. The update is currently available in Open Beta. You can download it by right-clicking on Revolution in your library, going to the "betas" tab, and selecting "publicbeta" from the drop-down menu. Please keep in mind that updating the game will override your saved progress, and you will have to start fresh. This is an unfortunate limitation of the old engine and is unavoidable in situations like this. If you are not keen on starting over, you can choose to stick with the current version of the game for good. To do that, please right-click on Revolution in your library, go to the "betas" tab, and select "revo-1.02" from the drop-down menu. This will also stop the game from updating automatically in the future, so keep that in mind. You will need to do this for the Dedicated Server and Revo Toolkit as well, if you are using them. Much love from Croteam. DannySerious Sam Revolution Update 1.02Oct 3, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33025992/a5af9969dd30529657179846636d219d0ea64682.jpg Hi everyone! I can’t believe it’s been a month already, but we’ve been hard at it, trying to make Revolution into what it was meant to be at first. We were all over your reports and feedback, fixing, readjusting, rebalancing and expanding in the meantime. Our main focus was fixing game-breaking issues as well as the Workshop issue that came up, as we love seeing your mods shine. This was sorted out, so please make magic happen, we can’t wait to check all your custom stuff out. This update also takes care of the leaderboard issues with survival levels, as well as many smaller issues with Netricsa, collision, textures and such. More detailed update notes can be found below. Stay Serious! - Danny, on behalf of Croteam. General changes Workshop items will now show up properly in the custom level menu. Sniper zoom has been adjusted to be more in-line with the classics. Fixed an issue where inverting vertical look would only work on a mouse and not on a gamepad. Fixed erroneous time estimates on Bright Island. Added updated model for the final boss of Bright Island. Leaderboards for Survival levels should now work as intended. Fixed smaller issues with wording in Netricsa. Fixed several collision issues across the board. Fixed several issues with textures on multiple levels. Fixed visibility issues across South American levels related to the faulty rendering of several pyramid models. Several smaller balance and gameplay changes on the Bright Island levels, based on community feedback. Map specific changes BrKeen Chevap Xbox - Fixed an issue where the wrong music would play during matches. Crystal Cove - The secret laser will no longer clip through the floor. Forlorn Ruins - Rebalanced the last arena to align the difficulty with previous areas. Forlorn Ruins - Added additional platforms for bridges to make passing them easier. Forlorn Ruins - Changed Arachnoid Adult spawn positions and movement patterns. Forlorn Ruins - Rebalanced the Kleer fight to keep it in-line with other encounters. Forlorn Ruins - Players should now be able to progress through Tree Village arenas on lower difficulties. Forlorn Ruins - Overhauled the final arena. Ruins of the Abyss - Lava golems in the fire elemental area should spawn more consistently now. Ruins of the Abyss - Readjusted the position of the coop portal to better fit intended gameplay. Ruins of the Abyss - Increased the sensing range of elemental enemies. Ruins of the Abyss - Rebalanced several fights. Ruins of the Abyss - Platforms will no longer wound the player in the water element room. Ruins of the Abyss - Enemies will no longer be able to see the player when it’s not expected. Ruins of the Abyss - Mud golem no longer floats when awake. Sunken Pyramid - Redesigned the gravity room to provide players with a more balanced experience. Sunken Pyramid - Slowed down spinning platforms on the 3rd ...Serious Sam Classics: Revolution v 1.01Sep 3, 2019 - Community Announcements{STEAM_CLAN_IMAGE}/4306939/1a7c19405947b51f2a6ada8bbdf9f5f4edbfc881.png Hey folks, thank you to everyone who jumped back in Revolution over the past couple of days and thanks for all the feedback you have shared across our channels. We've just updated the game with additional changes, looking to balance the game further. Here's a rough changelog: - fixed missing spawns on several levels throughout the game - fixed several issues that prevented progression in some cases on Bright Island - various tweaks and rebalances to fights across all difficulties based on community feedback - many smaller bug and glitch fixes across the board We'll be making patches like this in the weeks to come, so please share all your additional feedback and concerns here on Steam forums. We're watching in a totally non-creepy way. Cheers, Danny on behalf of Croteam.Serious Sam Classics: Revolution is finally out of Steam Early AccessSep 2, 2019 - PC GamerThe goofy run-and-gun FPS Serious Sam: The First Encounter was released in 2001, setting Croatian developer Croteam off on a trajectory that would eventually lead it to talkative philosophy puzzler The Talos Principle. (I'm not sure how that happened either.) It was really good, and spawned a number of sequels that followed no particular numerical or chronological order: The First Encounter was followed by The Second Encounter, after which came Serious Sam 2, then HD versions of the Encounter games, but not Serious Sam 2, because it kind of sucked. A fan-made update of the first two games called Serious Sam Classics: Revolution launched on Steam Early Access more than five years ago, but the project went dormant near the end of 2016; development team Alligator Pit said that the long silence was due to "life happening." But it was recently brought back to life by Croteam, which took over development and helped get this project through the door. Serious Sam Classics: Revolution includes the full First and Second Encounters, along with new enemies and a new boss, eight new campaign maps, a new Survival mode and new multiplayer modes, and the full Serious Editor and Serious Modeler. The old Serious Engine has been updated to be compatible on 64-bit operating systems, with "advanced graphics shader support" and Steamworks integration. Achievements, cloud saves, leaderboards, controller support, and other updated Steam features are also supported. This is, to be clear, an update of the original releases and not the HD remakes, although the general consensus among Steam reviews is that it's a similar sort of overhaul, but with some newer effects and better performance. It's also quite a bit cheaper: The HD First Encounter normally goes for $15 and the HD Second Encounter is $20, compared to $10 for Classics: Revolution on Steam. Owners of the "classic" Serious Sam games on Steam get it for free. In case you'd forgotten, Croteam is also currently working on a new Serious Sam game, Planet Badass. We had hopes that it would be out this year, but a release date hasn't yet been announced. Serious Sam Classics: Revolution is out of Early Access!Aug 30, 2019 - Community AnnouncementsHappy days! Serious Sam Classics: Revolution is out in the wild as a fully released game, and we're celebrating with a huge discount! You saw this coming, let's be honest, as we have recently announced Croteam will help to get this project through the door. Serious Sam Classics: Revolution is now THE best way to enjoy Classic old-school Serious Sam games, improved and expanded upon with many often requested changes, tweaks, and fixes, as well as a brand new original campaign - Bright Island. The game features 8 new maps, on top of those available in the originals, and some brand new achievements. We mustn't forget the workshop support, so get in and showcase your modding skills. We can't wait to see what your imagination will spawn. Huge thanks and congrats to everyone Alligator Pit and everyone else involved with this project over the past couple of years. Big cheers from Croteam! https://store.steampowered.com/app/227780/Serious_Sam_Classics_Revolution/?beta=1Serious Sam Classics: Revolution Status UpdateAug 26, 2019 - Community AnnouncementsHi Everyone! We bet this comes as kind of a shocker to some of you, but we’ve been lurking from the shadows for some time, looking to revive Revolution properly. That’s right, the project hasn’t been abandoned. Instead, it was “on ice” for a while due to life happening to Alligator Pit dev team. This is, after all, a fan project that was developed on top of the original Serious Sam Classics. With that being said, we have always been eager to get Serious Sam Classics: Revolution through the EA door, and the time is almost right. The development has been kickstarted recently and we have made some huge steps forward. Anyhow, we’re almost ready to wrap it up and will do so by the end of the week. Before we do, however, we have decided to test the waters with an open beta available to everyone. To play it, simply right click on the game in your Steam library > properties > betas > and select “publicbeta” from the drop-down menu. Since the last time the game was updated, we have helped with an original singleplayer campaign including 8 additional levels and a boss you can fight against. There were, of course, tons of fixes made as well, so Revolution is now in a pretty good state. P.S. A few of you noticed a certain achievement has recently been removed. We have listened to your feedback and we realized that the “Developer Rage” achievement can be frustrating to those looking for 100% completion. We have removed that one and will be replacing it with four other achievements, so be ready to start hunting!AP_3381 is now live!Dec 19, 2016 - Community AnnouncementsFirst of all, Happy Holidays from all of us at Alligator Pit! From today until the 31st, everyone will have Santa hats on their player characters. Have fun! Now using the new SteamUGC API for Steam Workshop. This should speed up the Workshop process a lot. The downloading of workshop items is now handled by Steam instead of the game, which means you don't need to wait for the game to download all of your subscribed items, and you're no longer required to restart the game. (NOTE: In our testing, when starting this version for the first time, you will have to restart the game at least once for your existing subscribed workshop items to "convert" to Steam's new format. This is only required once!) Added a scrapped map from The First Encounter: Classic Hole! Added new Classic First Encounter and Classic Warped HUD themes, including an additional uncolored classic theme. Fixed minor HUD issue with Serious Bomb icon. Fixed a couple minor issues with Ughzy enemy customization. Fixed a couple minor issues with Headman enemy customization. Fixed Ghostbuster not being affected by Serious Damage powerup. Fixed Twisters in The Pit launching you way too high. Fixed error 3 when saving statistics. (For real this time. Promise.) Fixed some issues in Sankta Nokto. Fixed some issues in Sand Canyon. Fixed missing survival medals in Faster Faster. AP_3381 is now live!Dec 19, 2016 - Community AnnouncementsFirst of all, Happy Holidays from all of us at Alligator Pit! From today until the 31st, everyone will have Santa hats on their player characters. Have fun! Now using the new SteamUGC API for Steam Workshop. This should speed up the Workshop process a lot. The downloading of workshop items is now handled by Steam instead of the game, which means you don't need to wait for the game to download all of your subscribed items, and you're no longer required to restart the game. (NOTE: In our testing, when starting this version for the first time, you will have to restart the game at least once for your existing subscribed workshop items to "convert" to Steam's new format. This is only required once!) Added a scrapped map from The First Encounter: Classic Hole! Added new Classic First Encounter and Classic Warped HUD themes, including an additional uncolored classic theme. Fixed minor HUD issue with Serious Bomb icon. Fixed a couple minor issues with Ughzy enemy customization. Fixed a couple minor issues with Headman enemy customization. Fixed Ghostbuster not being affected by Serious Damage powerup. Fixed Twisters in The Pit launching you way too high. Fixed error 3 when saving statistics. (For real this time. Promise.) Fixed some issues in Sankta Nokto. Fixed some issues in Sand Canyon. Fixed missing survival medals in Faster Faster. AP_3338 is now live!Oct 24, 2016 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4306939/c9668812a40d299ef03d56d2dd96dac5a340ab07.png Thanks to everyone for their feedback and reports, here are the latest changes: Added a new survival map: Dimensions Neon! Added a few new versus maps: Memphis Almarkazia, Sankta Nokto, and Metalic Station! Added a unique random seed to every match, this adds a little bit more randomization to some levels. Added blue and yellow blood types. Added a bunch of level backgrounds and updated a bunch of level thumbnails to bigger sizes. Updated some levels to look better. Updated weapon models for Tommygun and Flamethrower to include hands in first person view. Reduced cannonball resistance for big beasts. Fixed Workshop items sometimes not downloading correctly. (Especially with a large number of mods) Fixed issue with achievements sometimes not unlocking. Fixed a problem where the Steam client was necessary to run the Dedicated Server, this is now no longer required. Fixed a few possible crashes. Fixed the classic control scheme not binding the Use key properly, this is now bound to E. Fixed models sometimes disappearing with certain graphics settings. Fixed a problem with scripts not being able to modify entity properties. Fixed some issues with the Control Zone gamemode. Fixed some interface issues. Fixed some other issues with levels and models. Fixed not being able to set a custom texture for Ugh Zan in editor. Added a BIG_ANIMATION keyword to animation scripts to allow for bigger animated textures. AP_3338 is now live!Oct 24, 2016 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4306939/c9668812a40d299ef03d56d2dd96dac5a340ab07.png Thanks to everyone for their feedback and reports, here are the latest changes: Added a new survival map: Dimensions Neon! Added a few new versus maps: Memphis Almarkazia, Sankta Nokto, and Metalic Station! Added a unique random seed to every match, this adds a little bit more randomization to some levels. Added blue and yellow blood types. Added a bunch of level backgrounds and updated a bunch of level thumbnails to bigger sizes. Updated some levels to look better. Updated weapon models for Tommygun and Flamethrower to include hands in first person view. Reduced cannonball resistance for big beasts. Fixed Workshop items sometimes not downloading correctly. (Especially with a large number of mods) Fixed issue with achievements sometimes not unlocking. Fixed a problem where the Steam client was necessary to run the Dedicated Server, this is now no longer required. Fixed a few possible crashes. Fixed the classic control scheme not binding the Use key properly, this is now bound to E. Fixed models sometimes disappearing with certain graphics settings. Fixed a problem with scripts not being able to modify entity properties. Fixed some issues with the Control Zone gamemode. Fixed some interface issues. Fixed some other issues with levels and models. Fixed not being able to set a custom texture for Ugh Zan in editor. Added a BIG_ANIMATION keyword to animation scripts to allow for bigger animated textures. Serious Sammy is here! (AP_3216 is now live)Jun 25, 2016 - Community Announcementshttps://4o4.nl/sammy_banner.png As you all know, Sam has a sister. And her name is Sammy. She's decided to take a detour through Egypt this time around and visit the Revolution as a new playable model in the game! It's summer! And you know what that means. That's right, extra protective wallets for the Steam summer sales. Revolution is on sale! Get it for yourself or your friends for 90% off! Added the Serious Sammy player model! Added a custom speed scalar to enemies in the editor. Added a Destroyer enemy for modding. Removed the libpng dependency, and added the ability to create textures from several more file formats. Fixed not all crosshairs showing in the options. Fixed Steam achievements and statistics not working most of the time since the last patch. Fixed missing shadows in lava caves in Land of the Damned. Fixed some issues with CCC, and added !ban command to CCC. Fixed the time needed for the gold medal in Mental's Needle. Fixed a crash when creating a new model in Serious Modeler. Fixed some (old alpha) enemies giving negative scores. Fixed Sam running around in circles in The Great Pyramid like a record baby round round round round Fixed a bunch of other minor things, including crashes and silly mistakes in levels. Serious Sammy is here! (AP_3216 is now live)Jun 25, 2016 - Community Announcementshttps://4o4.nl/sammy_banner.png As you all know, Sam has a sister. And her name is Sammy. She's decided to take a detour through Egypt this time around and visit the Revolution as a new playable model in the game! It's summer! And you know what that means. That's right, extra protective wallets for the Steam summer sales. Revolution is on sale! Get it for yourself or your friends for 90% off! Added the Serious Sammy player model! Added a custom speed scalar to enemies in the editor. Added a Destroyer enemy for modding. Removed the libpng dependency, and added the ability to create textures from several more file formats. Fixed not all crosshairs showing in the options. Fixed Steam achievements and statistics not working most of the time since the last patch. Fixed missing shadows in lava caves in Land of the Damned. Fixed some issues with CCC, and added !ban command to CCC. Fixed the time needed for the gold medal in Mental's Needle. Fixed a crash when creating a new model in Serious Modeler. Fixed some (old alpha) enemies giving negative scores. Fixed Sam running around in circles in The Great Pyramid like a record baby round round round round Fixed a bunch of other minor things, including crashes and silly mistakes in levels. AP_3141 is now live!May 25, 2016 - Community AnnouncementsIt's that time again, ladies and gentlemen! Time for an update. But not just any update! An update with a lot of fixes and features. We'd also like to tell you a little bit about ourselves. Who's Alligator Pit, really? What's changed since the last time we introduced ourselves to the community? Read more about it here, on our latest official blogpost! Talking about community contributors, we'd also like to showcase our brand new achievement icons! Check them out on Steam! They were made by this guy, check out his other stuff! Also, we created a brand new documentation website for information about dedicated servers, scripting, and more! Check it out at docs.samrev.com. This documentation can be contributed to on Github as well, so feel free to submit any pull requests if you have anything to add. Added a new mutator: Enemies Replacer. This randomly replaces enemies in any level with random special character types. Added a Pitch property to SoundHolder entities. Added a default dedicated server controller addon: the Combative Creature Cutter, also known as CCC. You can add admins, kick people, or invoke votekicks. (More documentation about this soon!) Updated the Bromscript scripting engine. Added new (old) variants of Elementals: Earth and Wind. Added some more customization options to Grunt and Firecracker. Fixed lasergun/tommygun slowdown bug. Fixed windowed mode resolutions not always showing the right values in menu. Fixed "Stats not saved: error 3". Fixed stats for Ziggurrat never uploading to Steam leaderboards. Fixed stats shown in menus always being singleplayer. This also shows deathmatch stats now! Fixed stats not always saving correctly when playing multiplayer. Fixed the way secondary fire, Netricsa, and Use controls were conflicting with each other. They are now all separate controls. This also avoids confusion. Fixed a bunch of minor level issues. Fixed a bunch of minor networking issues. Fixed a bunch of minor graphical issues. Fixed a bunch of crashes. Fixed a few survival exploits. Lots of internal code changes that will allow us to roll out fixes even faster! :kingsam:AP_3141 is now live!May 25, 2016 - Community AnnouncementsIt's that time again, ladies and gentlemen! Time for an update. But not just any update! An update with a lot of fixes and features. We'd also like to tell you a little bit about ourselves. Who's Alligator Pit, really? What's changed since the last time we introduced ourselves to the community? Read more about it here, on our latest official blogpost! Talking about community contributors, we'd also like to showcase our brand new achievement icons! Check them out on Steam! They were made by this guy, check out his other stuff! Also, we created a brand new documentation website for information about dedicated servers, scripting, and more! Check it out at docs.samrev.com. This documentation can be contributed to on Github as well, so feel free to submit any pull requests if you have anything to add. Added a new mutator: Enemies Replacer. This randomly replaces enemies in any level with random special character types. Added a Pitch property to SoundHolder entities. Added a default dedicated server controller addon: the Combative Creature Cutter, also known as CCC. You can add admins, kick people, or invoke votekicks. (More documentation about this soon!) Updated the Bromscript scripting engine. Added new (old) variants of Elementals: Earth and Wind. Added some more customization options to Grunt and Firecracker. Fixed lasergun/tommygun slowdown bug. Fixed windowed mode resolutions not always showing the right values in menu. Fixed "Stats not saved: error 3". Fixed stats for Ziggurrat never uploading to Steam leaderboards. Fixed stats shown in menus always being singleplayer. This also shows deathmatch stats now! Fixed stats not always saving correctly when playing multiplayer. Fixed the way secondary fire, Netricsa, and Use controls were conflicting with each other. They are now all separate controls. This also avoids confusion. Fixed a bunch of minor level issues. Fixed a bunch of minor networking issues. Fixed a bunch of minor graphical issues. Fixed a bunch of crashes. Fixed a few survival exploits. Lots of internal code changes that will allow us to roll out fixes even faster! ːkingsamːAP_2972 is now live!May 4, 2016 - Community AnnouncementsAside from a recent ice skating incident here at Alligator Pit (imagine that, ice skating near a pit full of alligators), we managed to push another update to Steam without many wounded developers. That is a good thing! We might also have some Bright Island teasers in the near future, so stay tuned for that. Thanks to everyone who have reported bugs and suggestions on the bugreporter, via the forum, or directly to one of us in online deathmatch while you were destroying us with rocket launchers and shotguns. It's okay. We forgive you. So, let's get to the changes: Added a "Custom Message" editor property to enemies to give them custom Netricsa messages. Added a new biomech enemy type: "Spawner". Added a new beheaded enemy type: "Vaporwave". Added the ability to make custom crosshairs. The game will now list all crosshairs that it can find in the "Textures/Interface/Crosshairs" folder instead of only the 7 default ones. Added mut_fPlayerAccelerationMultiplier and mut_fPlayerDecelerationMultiplier mutators. Changed physics a little bit to make it easier to climb on certain kinds of ledges. (Feedback or issues about this welcome!) Fixed issues with Steam lobbies causing lobbies to persist longer than it should, causing weird issues in the long run. Fixed problem on Oasis where you could get stuck in the Marsh Hopper room. Fixed Fishman not working on Steam builds. Fixed cannonballs exploding on itself when firing in Yodeller. Fixed projectiles launching too fast after new tickrate update. Fixed editor shortcut for test-in-place. Removed test-in-fullscreen shortcut. Fixed cooperative damage counter counting if you shoot players. Fixed autodownloader issues for some maps. Fixed net_bReportCorrectionPackets not giving valuable enough debugging information. Fixed a weird scoring issue in CTF. Fixed a couple common crashes. Fixed a couple enemy spawner issues. Fixed a lot of other minor issues. AP_2972 is now live!May 4, 2016 - Community AnnouncementsAside from a recent ice skating incident here at Alligator Pit (imagine that, ice skating near a pit full of alligators), we managed to push another update to Steam without many wounded developers. That is a good thing! We might also have some Bright Island teasers in the near future, so stay tuned for that. Thanks to everyone who have reported bugs and suggestions on the bugreporter, via the forum, or directly to one of us in online deathmatch while you were destroying us with rocket launchers and shotguns. It's okay. We forgive you. So, let's get to the changes: Added a "Custom Message" editor property to enemies to give them custom Netricsa messages. Added a new biomech enemy type: "Spawner". Added a new beheaded enemy type: "Vaporwave". Added the ability to make custom crosshairs. The game will now list all crosshairs that it can find in the "Textures/Interface/Crosshairs" folder instead of only the 7 default ones. Added mut_fPlayerAccelerationMultiplier and mut_fPlayerDecelerationMultiplier mutators. Changed physics a little bit to make it easier to climb on certain kinds of ledges. (Feedback or issues about this welcome!) Fixed issues with Steam lobbies causing lobbies to persist longer than it should, causing weird issues in the long run. Fixed problem on Oasis where you could get stuck in the Marsh Hopper room. Fixed Fishman not working on Steam builds. Fixed cannonballs exploding on itself when firing in Yodeller. Fixed projectiles launching too fast after new tickrate update. Fixed editor shortcut for test-in-place. Removed test-in-fullscreen shortcut. Fixed cooperative damage counter counting if you shoot players. Fixed autodownloader issues for some maps. Fixed net_bReportCorrectionPackets not giving valuable enough debugging information. Fixed a weird scoring issue in CTF. Fixed a couple common crashes. Fixed a couple enemy spawner issues. Fixed a lot of other minor issues. AP_2894 is now live!Apr 27, 2016 - Community AnnouncementsAnother update for you. Please note that savegames made in the previous build will not work with this build (like usual - see the FAQ for more details). Also, for those who have been asking for it, we're in the process of testing multiplayer voting. Upgraded the tick rate from 30 to 40. (Experimental! Might avoid some off-by-one problems, but could also make some people's game more laggy. We're looking for feedback on this!) Added few more customizable properties to enemies, such as custom score and custom projectiles. Fixed a bug in Sacred Yards where the player would suddenly jump real high and die. Experimental fix for slowdown with lasergun and tommygun. Fixed autodownloader sometimes not downloading map dependencies. Fixed broken destructable models from the last patch. Fixed lighting in Tomb of Ramses. Fixed an issue with the resolution toggle in the video settings menu cycling through all available resolutions. Fixed cannon walker not using cannon weapon model. Fixed a few crashes in the editor. Fixed TechTest and IntroTSE showing in Custom Level menu when using All.vis. :samface:AP_2894 is now live!Apr 27, 2016 - Community AnnouncementsAnother update for you. Please note that savegames made in the previous build will not work with this build (like usual - see the FAQ for more details). Also, for those who have been asking for it, we're in the process of testing multiplayer voting. Upgraded the tick rate from 30 to 40. (Experimental! Might avoid some off-by-one problems, but could also make some people's game more laggy. We're looking for feedback on this!) Added few more customizable properties to enemies, such as custom score and custom projectiles. Fixed a bug in Sacred Yards where the player would suddenly jump real high and die. Experimental fix for slowdown with lasergun and tommygun. Fixed autodownloader sometimes not downloading map dependencies. Fixed broken destructable models from the last patch. Fixed lighting in Tomb of Ramses. Fixed an issue with the resolution toggle in the video settings menu cycling through all available resolutions. Fixed cannon walker not using cannon weapon model. Fixed a few crashes in the editor. Fixed TechTest and IntroTSE showing in Custom Level menu when using All.vis. ːsamfaceːAP_2856 is now live!Apr 20, 2016 - Community AnnouncementsIt's been a while. But with more time freeing up for us, more updates should be coming soon. For now, enjoy this update. :kingsam: Upped the game's tickrate from 20 to 30. This should make the game feel a lot smoother, but might introduce some weird things. So far we've fixed most issues, but let us know if there's something we missed. Added a bunch of plasma and mine ammo in the levels. Added hud_bShowEarlyAccess to hide the "Early Access Beta" text on the HUD. (For video or screenshot purposes.) Added a way to find enemy triggers that are not attached to anything. Enable wld_bDebugKills and start a level in-game to find these spawners. The RCon tool is now open source: https://github.com/AlligatorPit/RCon Changed the startup resolution to be windowed mode by default. Changed that only player 1 can control the menu in the case of gamepads. Changed the default maximum quick slots count to 20 instead of 8. Changed some aesthetics in the HUD. Changed some aesthetics in the menu and loading screen. Fixed SKA Studio not working for some people. Fixed being able to change difficulty in survival when starting in split screen. Fixed "Invalid DIFF stream" error when trying to connect to servers. (Experimental fix, let us know if there are any issues.) Fixed console messages having the timestamps in weird places. (Also removed con_bTimestamps.) Fixed model holder shader not working in-game. Fixed "error 3" when saving statistics. Fixed a lot of broken spawners in 13 different levels across the First and Second encounter. Fixed some minor issues and exploits on a few levels. Fixed some potential crashes in game and editor. Furthermore, we'll be cleaning up the bugreporter over the weekend, so that we can have a clean start and a much better overview of all the issues. And yes, the bugreporter is still the #1 place to go for reporting issues: https://ap.samrev.com/bugs/ Also, kittens. Discuss.
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