Serious Sam: The Retro Encounter [2018 "Farewell" Version]

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BlueDragoon97
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Joined: Sat Oct 17, 2015 12:31 pm

Re: Serious Sam:The Retro Encounter [Reboot][Beta 2.0 Releas

Post by BlueDragoon97 »

Well crud. Guess I'll have to figure out how I did it the first time after all.
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Batandy
Posts: 1277
Joined: Tue Jul 19, 2011 2:56 am

Re: Serious Sam:The Retro Encounter

Post by Batandy »

A farewell to Retro Encounter
Yesterday, Serious Sam 4 was teased, and i couldn't help but think of my first "big" project, The Retro Encounter.
Not many people associate me with this project, but working on this is what made me love Doom modding and this beautiful community, I've made many mistakes but also achieved many goals here, and other projects like Golden Souls wouldn't even be possible without the knowledge i gained from working on Sam.

This is why i'm releasing an update today, consider it the "final version".
The project was never completed and it still isn't, there's no new content. I've just decided to patch some stuff in order to make it work as intended with the current version of Zandronum, and also brought back Gzdoom support, even if it's not tested and i still recommend to play it with Zandro.

Download:
http://www.mediafire.com/file/3tgp183p4 ... hotfix.pk3

This is the changelog

Code: Select all

-Base Gzdoom compatibility (Zandronum is still recommended)
-Fixed sector heights crashes in maps 2 and 3 of the Egypt story
-Tweaked intro dialogue slightly
-Final boss is now immune to cannonballs (Can't be one-shotted anymore)
Thanks so much for your support through the years!
Last edited by Batandy on Fri Apr 20, 2018 10:34 am, edited 1 time in total.
Bigger C
Posts: 146
Joined: Fri Feb 02, 2018 6:15 am

Re: Serious Sam: The Retro Encounter [2018 "Farewell" Versio

Post by Bigger C »

Just started it and had some sort of sound glitchout (a high pitched beep repeating infinitely) upon getting to the 1st full wave of headless kamikazes. This is on GZDoom 3.3.2.
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Batandy
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Re: Serious Sam: The Retro Encounter [2018 "Farewell" Versio

Post by Batandy »

Bigger C wrote:Just started it and had some sort of sound glitchout (a high pitched beep repeating infinitely) upon getting to the 1st full wave of headless kamikazes. This is on GZDoom 3.3.2.
Fixed, apparently some .ogg files aren't recognized by Gzdoom while they work fine in Zandronum.

http://www.mediafire.com/file/3tgp183p4 ... hotfix.pk3
Bigger C
Posts: 146
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Re: Serious Sam: The Retro Encounter [2018 "Farewell" Versio

Post by Bigger C »

That worked, thankies!
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Captain J
 
 
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Re: Serious Sam: The Retro Encounter [2018 "Farewell" Versio

Post by Captain J »

Oh hey! Speak of the devil, you also updated your serious sam mod as well. I remember the good times playing this mod all the time, and i'm glad to see this mod updated and improved.

Let's get serious, again!
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SoundOfDarkness
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Re: Serious Sam: The Retro Encounter [2018 "Farewell" Versio

Post by SoundOfDarkness »

Thought this looks promising and downloaded. Unfortunately after hitting the exit switch in level 1 the console pops up and says "unable to load map sam02".
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Batandy
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Re: Serious Sam: The Retro Encounter [2018 "Farewell" Versio

Post by Batandy »

SoundOfDarkness wrote:Thought this looks promising and downloaded. Unfortunately after hitting the exit switch in level 1 the console pops up and says "unable to load map sam02".
As I said, there's no new content, so it's only the first level of the main campaign and 3 levels of the egypt campaign (Which i recommend to play if you haven't).
You can also play deathmatch online with Zandronum (or offline with the bots)
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SoundOfDarkness
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Re: Serious Sam: The Retro Encounter [2018 "Farewell" Versio

Post by SoundOfDarkness »

Ok, didn't know it's only one level. Seems like I missed that.
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rosfell
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Joined: Mon Jul 02, 2012 8:13 am

Re: Serious Sam: The Retro Encounter [2018 "Farewell" Versio

Post by rosfell »

It may be a farewell for this mod but I'm wondering, do you mind if someone else tries to use it as a base to work on more content? (maps, a full campaign etc.)
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Batandy
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Re: Serious Sam: The Retro Encounter [2018 "Farewell" Versio

Post by Batandy »

Sure, that was the original plan anyway
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SoundOfDarkness
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Re: Serious Sam: The Retro Encounter [2018 "Farewell" Versio

Post by SoundOfDarkness »

I was thinking about making it just a gameplay mod so it can be played with all existing megawads or vanilla doom maps. Unfortunately I'm still not skilled enough for that but just thinking about playing this with my all time favorite megawad scythe2... Damn.
But I would suggest to change the weapon codes so they can be used by the "just for fun" players with the infinite ammo command. I don't get why many weapons are counting up when shooting.
Dr. Shotgun
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Re: Serious Sam: The Retro Encounter [2018 "Farewell" Versio

Post by Dr. Shotgun »

Darn, and I was really looking forward to this one day, too...
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