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

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Batandy
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Re: Serious Sam : The Retro Encounter [Reboot]

Post by Batandy »

Viscra Maelstrom wrote:is it just me, or are the sprites in the latest screenshots absurdly dark? O.o
It's because the map is set at night, but i'm still making the skybox for it
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Batandy
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Re: Serious Sam : The Retro Encounter [Reboot]

Post by Batandy »

Image
The retro encounter has just got a new hud!
It's a modified version of Sergeant Mark's NewSchool Classic hud, to look more like the classic sam games' hud.
The fullscreen version removes the windows' borders.
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Batandy
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Re: Serious Sam : The Retro Encounter [Reboot]

Post by Batandy »

It's been a long time since i've updated this thread (while the thread on the official Sam forums gets updated more), my fault.
To resume what's happened in these months, i'll say that there wasn't alot of progress on the mod, but some great things happened that will keep me motivated to continue it:
First of all, This mod got featured on the official Serious Sam page, that made me so happy when i saw it, then,
John J. Dick, the official voice of Serious Sam, recorded a line to tell me that he really loves this mod :D

Download the sound file here:
http://forums.seriouszone.com/attachmen ... 1344612061

And he is willing to record some one-liners for the project!

Image
Some progress, texture-wise, for the space levels
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Virtue
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Re: Serious Sam : The Retro Encounter [Reboot]

Post by Virtue »

you should use pngs so the weapons dont look horribly palletised. Also its very easy to define high resolution hud sprites eliminating the "ripped look". just my 2 pence
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wildweasel
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Re: Serious Sam : The Retro Encounter [Reboot]

Post by wildweasel »

It looks like he is; the problem, though, is that he's using the "quick and dirty" method to size them to something that ZDoom accepts, that is, he seems to be resizing it "nearest-neighbor" which produces jagged edges and terrible aliasing within the sprite. While bilinear/bicubic/"smart" resize options will mean that you have to manually trim the edges of the sprite, the end result will look much prettier when you're done with it (examples I'll cite are ww-diaz-v3's RPG-7, ww-terror's Cooke GLP-140, and ww-nazis-v2's FG-42).
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Virtue
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Re: Serious Sam : The Retro Encounter [Reboot]

Post by Virtue »

wildweasel wrote:It looks like he is; the problem, though, is that he's using the "quick and dirty" method to size them to something that ZDoom accepts, that is, he seems to be resizing it "nearest-neighbor" which produces jagged edges and terrible aliasing within the sprite. While bilinear/bicubic/"smart" resize options will mean that you have to manually trim the edges of the sprite, the end result will look much prettier when you're done with it (examples I'll cite are ww-diaz-v3's RPG-7, ww-terror's Cooke GLP-140, and ww-nazis-v2's FG-42).
he can keep the "nearest neighbour" sprites, and stick the originals in HI_start and HI_end. simple
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Batandy
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Re: Serious Sam : The Retro Encounter [Reboot]

Post by Batandy »

Ben2k9 wrote: he can keep the "nearest neighbour" sprites, and stick the originals in HI_start and HI_end. simple
Sorry, i'm not changing +100 sprites, i think they look fine (expecially if you use an OpenGL filter) and honestly i'm looking to have a pixellated style, higher res sprites would clash with the rest of the mod since it's meant to be sort-of-doom styled
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Virtue
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Re: Serious Sam : The Retro Encounter [Reboot]

Post by Virtue »

you dont need to change anything. if you still have the originals stored somewhere simply make a hi_start marker, import them as PNGs and make a hi_end marker and viola high res sprites.
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Batandy
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Re: Serious Sam : The Retro Encounter [Reboot]

Post by Batandy »

Ben2k9 wrote:you dont need to change anything. if you still have the originals stored somewhere simply make a hi_start marker, import them as PNGs and make a hi_end marker and viola high res sprites.
No, i haven't got the original anymore, i didn't save them when i've formatted windows because i didn't need them
Zombieguy
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Re: Serious Sam : The Retro Encounter [Reboot]

Post by Zombieguy »

Cool! This looks sweet! The Serious Sam 3 weapons look awesome and fun to use, but I haven't gotten to play the game yet. :C
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Batandy
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Re: Serious Sam : The Retro Encounter [Reboot]

Post by Batandy »

Zombieguy wrote:Cool! This looks sweet! The Serious Sam 3 weapons look awesome and fun to use, but I haven't gotten to play the game yet. :C
Wait six days so you can buy it with the new DLC, it's a great game ;)
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Re: Serious Sam : The Retro Encounter [Reboot]

Post by Zombieguy »

Batandy wrote:John J. Dick, the official voice of Serious Sam, recorded a line to tell me that he really loves this mod :D

And he is willing to record some one-liners for the project!
Whoa, dude! That's like, awesome! And please do keep working on this. =p
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Naniyue
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Re: Serious Sam : The Retro Encounter [Reboot]

Post by Naniyue »

I remember playing Serious Sam Gold, and would like to see this mod perfected! Keep up the good work!
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Batandy
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Re: Serious Sam : The Retro Encounter [Reboot]

Post by Batandy »

New, reworked logo:
Image
Guess the map?
Image
Image
Image

EDIT: updated sky and lighting
Image
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Batandy
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Re: Serious Sam : The Retro Encounter [Reboot]

Post by Batandy »

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Happy Halloween!
I still have alot of work to do before releasing the first beta of this game, but that doesn't mean i can't celebrate the spookiest festivity of all the year!
Medieval Rage, remaked from The Second Encounter, has a unique theme based around pumpkins and purple darkness!
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