Planet Kleer: Without a doubt my most favorite planet from SS2. They were really great on either moving down hordes or killing stronger enemies and I would be really disappointed, If they did not include them in the reboot. Grenades: Probably the best new feature in SS2 and I really don't get why BFE didn't have them. As for Klawdovic, I found him really useful, especially for flying enemies.
Shotguns and Klawdovic: While I'm not really a fan of the Plasma Cannon and Zap Gun, Serious Sam 2 had, IMO, the best shotguns from the entire series, so I hope that the shotguns in the reboot atleast somewhat function like the ones in the original. Vehicles and turrets: IMO, vehicles and turrets really helped on making the gameplay more varied and not only were they really useful (except for Dino), they could really help save your ass in dire situations. Your weapons will appear at your feet in third person if you swap weapons after changing to a "non-player model".We know that Croteam are rebooting Serious Sam 2, so I just wanted to share some thoughts on what I would like them to keep from the original: Trying to mount a vehicle as an object will most likely result in a game crash if you're a prop object, you can slide around, but you can't use the movement keys to move yourself It has to have a mechanism named "Default" in order for it to be playable. To check if an object is playable, you'll have to have to check the model's collision with "code mode" (Press Shift+Ctrl+Alt+c) in SEd2. This isn't limited to only enemy models, you can play as certain objects and NPCs as well. Now, if you've put in everything correctly, the model should be playable in SS2. It's just a description for the player list.
Yet again, create a new text file in the Player folder, and rename it now or later, making sure the filename will be the same as the. For those who don't know, a value of 1 means no stretch. MODEL_STRETCH=""It adjusts the model stretch for the model. The next file you'll create will cover this.Īs well, in the InSamnity! 2 mod, Dk added a new option for. But if you want at least something for it, you can use "Content/SeriousSam2/Textures/Interface/Hud/adrenaline.tex"ĭescription: Unneeded as far as I know. You can look through your All.log file to find them. Or, if other players have used enemy models in a game you've been in, most likely they've left errors in your console, which include filepaths. You have to search for the filepath in SEd2. Model: Those of you who are inexperienced with SEd2 may have trouble with this step. And if you don't know what to put in for some of them. Now, copy the "code" above, and you can fill it in. If you add the extension now, you'll have to right click it and select "Open With", and open it with a text editor (such as Notepad). You can name it now, or later, it doesn't matter as long as it gets a.
nfo file for a model.nfo files follow this format:ĭESCRIPTION=First, make a blank text file in (from your main Serious Sam 2 folder) 'Content\SeriousSam 2\Models\Player' (if you don't have this path, create it).
In the new window, select the "View" tab, under "Advanced settings", scroll down until you find "Hide extensions for known file types", and uncheck it (if it's not already). In any folder, click on "Tools/'Folder Options.'" in the toolbar. txt, etc.) (If your computer already shows file extensions, you can skip this step).
#Serious sam 2 insamnity mod windows
(any setting locations are as they are in Windows XP, and may be different for other operating systems)Īnyways, first, you have to make sure that your computer shows each file's extension (.exe. It's about time I got around to making this.