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Serious Sam Classics: Revolution News

AP_2972 is now live!

Aside 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!

Another 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.

ːsamfaceː

AP_2894 is now live!

Another 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_2856 is now live!

It's been a while. But with more time freeing up for us, more updates should be coming soon. For now, enjoy this update. ːkingsamː
  • 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.

AP_2856 is now live!

It'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.