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  1. #1
    edgebug
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    Serious Sam TSE+ (multiplayer)

    After few weeks of working and testing, I'd like to release very first version of something what i've called:
    some sort of visual improvement mod for tse
    Serious Sam: TSE+
    The goal of this project is simple: To give user more visual options, fix few bugs and make game looking prettier on widescreen resolutions:

    What this modification offers? Let's give a quick peek.

    1. Screenshaking fix (occurs while having 54ms - less ping)

    Basicly this is the exact same fix as Politican did in his project (once again huge thanks for explaining me what must be changed). It means no more "screenshaking" effect in 1st/3rd person view when your ping is bellow 54ms however there is one downside - remote entities(players) will stutter instead but that's less irritating than having earthquake at your view ; p

    2. Extended HUD control
    a) Text scaling and extended HUD scaling limit

    (Take the 1st picture as reference)
    The original HUD scaling limit was 0.5, i've changed that to 0.25.

    Added 2 commands for scaling in-game texts. Tried to make everything under one command but i ended up with errors so i had to go with more alternative solution : p
    Commands:

    hud_fTextScaling - Scales nearly everything (Player stats, local latency, coords printout, info about collected items, player name while aiming them)

    hud_fTextScaling2 - Scales rest of texts (FPS counter, game time, resolution printout)

    b) Console - custom characters per line limit

    As we know, sometimes we use ultra long text codes for our beatifull clan tags which causes to break our name into 2 - 6 lines.



    Something had to be done with that so there's new command for editing console's characters per line limit:
    con_iConsoleCharsPerLine
    With edited limit, the tags are not split into few lines (if you use shitton of text code for your tag : D)



    (After typing new limit, type con_bReloadConsole to reload console [it clears in-game history - had to do that because without it console started showing garbage]).

    c) Added pings to player list

    Near player nicknames, i added printout for ping, now you can see how big advantage you have over your opponents : D


    d) Ability to move player list over the screen

    If you want, you can change position of player list. There are 2 commands for 2 X, Y dimensions:

    hud_fPlayerListAdjX
    hud_fPlayerListAdjY



    e) HUD colorization

    As title says, you can colorize the interface icons using hud_iColor = (value in decimal) command.
    To change color, you must enter your color code in decimal format. Example:
    If you want light pink color, open calculator in 'programmer' mode and type color's hex value:



    Under hex, there is your value in decimal format. In game type:

    hud_iColor = 1675103

    And now you can enjoy having your interface in pinkish colors



    Colorizing will affect icon's colors, ammo bars and icon borders. White color is set by default.

    f) Icon borders

    Simple as that, you can enable/disable icon border using command:

    hud_bDrawIconBorder



    g) Icon bounds, overlaping fix, score/deaths visibility

    You can change icon bounds using 2 commands:

    hud_fIconBoundTop
    hud_fIconBoundLeft



    As we know, playing on widescreen resolutions we can see (for example armor stats) overlaping on other elements of interface.
    For now primitive fix is included for that, under command: (i will explain it bottom of post)

    hud_fAdjustIconY

    You can enable/disable score/mana/deaths, High Score stats by typing:

    hud_bShowScore
    hud_bShowHiScore
    hud_bShowDeaths

    3. Miscellaneous

    The in-game clock also shows seconds.
    hud_bShowPlayerDots will enable/disable dots in player list.



    This is the very first release of mod, some features are implemented in kinda primitive way like icon overlaping fix, icon colorization etc. I will try my best in future to implement more "automated" widescreen fixes. I'd like to hear your feedback and which new features i should include in future releases of this project.

    Download: nope

    (Inside zip there are EntitiesMP and GameMP - make sure to backup your original dll's before replacing them.)

    100% aimbot free xd
    Last edited by Zdzichu; 08.04.2021 at 13:07.
    certified engineer of doublekill bug

  2. #2
    InterPlayFigonaOwner
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    i feel like everyone already uses these...
    Vladislav ] Prottoss [ Director macCream po va6emu ot4estvu DIRECTOR

    Vladislav ] Prottoss [ Director macCream po va6emu ot4estvu IMPERATOR

    Susperme Leader of GameZloty115.btc
    Susperme Leader of Immortals
    Susperme Leader of InterPlay
    Susperme Leader of FIGONA
    Susperme KING of FRANCE
    Susperme Leader of Devils



  3. #3
    Campers Clan
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    Quote Originally Posted by Prottoss View Post
    i feel like everyone already uses these...
    I have ping 40. What do you expect?
    'To tell you the truth, I can beat anyone in the world.' ~ Bruce Lee

  4. #4
    Bellatores
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    Quote Originally Posted by Zdzichu View Post
    After few weeks of working and testing, I'd like to release very first version of something what i've called:
    some sort of visual improvement mod for tse
    Serious Sam: TSE+
    The goal of this project is simple: To give user more visual options, fix few bugs and make game looking prettier on widescreen resolutions:

    What this modification offers? Let's give a quick peek.

    1. Screenshaking fix (occurs while having 54ms - less ping)

    Basicly this is the exact same fix as Politican did in his project (once again huge thanks for explaining me what must be changed). It means no more "screenshaking" effect in 1st/3rd person view when your ping is bellow 54ms however there is one downside - remote entities(players) will stutter instead but that's less irritating than having earthquake at your view ; p

    2. Extended HUD control
    a) Text scaling and extended HUD scaling limit

    (Take the 1st picture as reference)
    The original HUD scaling limit was 0.5, i've changed that to 0.25.

    Added 2 commands for scaling in-game texts. Tried to make everything under one command but i ended up with errors so i had to go with more alternative solution : p
    Commands:

    hud_fTextScaling - Scales nearly everything (Player stats, local latency, coords printout, info about collected items, player name while aiming them)

    hud_fTextScaling2 - Scales rest of texts (FPS counter, game time, resolution printout)

    b) Console - custom characters per line limit

    As we know, sometimes we use ultra long text codes for our beatifull clan tags which causes to break our name into 2 - 6 lines.



    Something had to be done with that so there's new command for editing console's characters per line limit:
    con_iConsoleCharsPerLine
    With edited limit, the tags are not split into few lines (if you use shitton of text code for your tag : D)



    (After typing new limit, type con_bReloadConsole to reload console [it clears in-game history - had to do that because without it console started showing garbage]).

    c) Added pings to player list

    Near player nicknames, i added printout for ping, now you can see how big advantage you have over your opponents : D


    d) Ability to move player list over the screen

    If you want, you can change position of player list. There are 2 commands for 2 X, Y dimensions:

    hud_fPlayerListAdjX
    hud_fPlayerListAdjY



    e) HUD colorization

    As title says, you can colorize the interface icons using hud_iColor = (value in decimal) command.
    To change color, you must enter your color code in decimal format. Example:
    If you want light pink color, open calculator in 'programmer' mode and type color's hex value:



    Under hex, there is your value in decimal format. In game type:

    hud_iColor = 1675103

    And now you can enjoy having your interface in pinkish colors



    Colorizing will affect icon's colors, ammo bars and icon borders. White color is set by default.

    f) Icon borders

    Simple as that, you can enable/disable icon border using command:

    hud_bDrawIconBorder



    g) Icon bounds, overlaping fix, score/deaths visibility

    You can change icon bounds using 2 commands:

    hud_fIconBoundTop
    hud_fIconBoundLeft



    As we know, playing on widescreen resolutions we can see (for example armor stats) overlaping on other elements of interface.
    For now primitive fix is included for that, under command: (i will explain it bottom of post)

    hud_fAdjustIconY

    You can enable/disable score/mana/deaths, High Score stats by typing:

    hud_bShowScore
    hud_bShowHiScore
    hud_bShowDeaths

    3. Miscellaneous

    The in-game clock also shows seconds.
    hud_bShowPlayerDots will enable/disable dots in player list.



    This is the very first release of mod, some features are implemented in kinda primitive way like icon overlaping fix, icon colorization etc. I will try my best in future to implement more "automated" widescreen fixes. I'd like to hear your feedback and which new features i should include in future releases of this project.

    Download: https://mega.nz/file/81tCQSaT#CGqQOw...YH8T3x3PLl5-c4

    (Inside zip there are EntitiesMP and GameMP - make sure to backup your original dll's before replacing them.)

    100% aimbot free xd
    ur playing nowadays as Raisel (Dev) am I right?
    Wake up to reality
    Nothing ever goes as planned
    In this accursed world

    The longer you live the more you will realise
    That the only things that truly exist in this reality
    Are merely pain, suffering and futility

    The selfish intent to preserve peace initiates wars
    And hatred is born in order to protect love
    For truly this reality is a hell

  5. #5
    edgebug
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    Quote Originally Posted by Forsaken View Post
    ur playing nowadays as Raisel (Dev) am I right?
    hello xd
    played few matches to test my attempts with fully eliminating stuttering at low pings ;p
    certified engineer of doublekill bug

  6. #6
    Bellatores
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    Quote Originally Posted by Zdzichu View Post
    hello xd
    played few matches to test my attempts with fully eliminating stuttering at low pings ;p
    haha I was so sure when I saw that Raisel is from Poland
    Wake up to reality
    Nothing ever goes as planned
    In this accursed world

    The longer you live the more you will realise
    That the only things that truly exist in this reality
    Are merely pain, suffering and futility

    The selfish intent to preserve peace initiates wars
    And hatred is born in order to protect love
    For truly this reality is a hell

  7. #7
    elus1veness
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    Wow, I gotta test it somewhere soon, thanks
    watch unimaginable [2012]
    watch magnificent [2017]
    wait for ? [202x]


    solid as a rock, cold as ice and dark as the night (zeo) (c) amco 2023

  8. #8
    VPN Elite

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    what about 144 Hz support for amd cards?


    hm sad. just stay a "legend" on gz these days. inactive since decades or activ as "Alias" with vpn lol.

  9. #9
    Director
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    Quote Originally Posted by AmcoTraD View Post
    what about 144 Hz support for amd cards?
    Impossible. Needs to be done according to my tutorial.
    Where r my 115e? and now we Have a Problem.
    -
    -----------------

    GameZone24.net Forums founder. The Director since 2003

  10. #10
    edgebug
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    Quote Originally Posted by AmcoTraD View Post
    what about 144 Hz support for amd cards?
    If i manage to prepare serious engine under visual studio 6 without disabling crc/diff checks and getting this shit:


    I might consider adding an refresh rate option in video options for d3d/opengl xd
    certified engineer of doublekill bug

  11. #11
    Director
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    Quote Originally Posted by Zdzichu View Post
    If i manage to prepare serious engine under visual studio 6 without disabling crc/diff checks and getting this shit:


    I might consider adding an refresh rate option in video options for d3d/opengl xd
    There already is an option for changing refresh rate (Advanced gfx settings) but it's broken on openGL. Works only with d3d and you need to set it manually in persistentsymbols.ini (Semen only allows you to set the refresh rate in 60-120Hz range afair)
    Where r my 115e? and now we Have a Problem.
    -
    -----------------

    GameZone24.net Forums founder. The Director since 2003

  12. #12
    edgebug
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    Quote Originally Posted by HeLLspAWn View Post
    There already is an option for changing refresh rate (Advanced gfx settings) but it's broken on openGL. Works only with d3d and you need to set it manually in persistentsymbols.ini (Semen only allows you to set the refresh rate in 60-120Hz range afair)
    you can do this inside game with same cmd as in .ini file (gap_iRefreshRate) + ApplyVideoMode() : p
    ik about opengl reverting to 640x480, it allways sets that value to 0 for some reason
    certified engineer of doublekill bug

  13. #13
    Director
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    Quote Originally Posted by Zdzichu View Post
    you can do this inside game with same cmd as in .ini file (gap_iRefreshRate) + ApplyVideoMode() : p
    ik about opengl reverting to 640x480, it allways sets that value to 0 for some reason
    Yeah it's also possible to do that as stated above, but I was thinking about simplicity in setting 144Hz. It's also useless anyway, because doesn't work with openGL.
    Where r my 115e? and now we Have a Problem.
    -
    -----------------

    GameZone24.net Forums founder. The Director since 2003

  14. #14
    Campers Clan
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    Quote Originally Posted by AmcoTraD View Post
    what about 144 Hz support for amd cards?
    why not 360 hz ?

    https://www.pcgameshardware.de/Monit...259QN-1356882/

    but since the aiming is always 50ms delayed a super fast refresh rate is kinda useless, don't u think?

    @Zizichu

    nice job but you forgot many bugs. for example player prediction on elevators, crosshair jumping when aiming from concrete to sky etc
    'To tell you the truth, I can beat anyone in the world.' ~ Bruce Lee

  15. #15
    Fiat Punto
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    Quote Originally Posted by Aberration View Post
    why not 360 hz ?
    Money waste)

    Quote Originally Posted by Aberration View Post
    but since the aiming is always 50ms delayed a super fast refresh rate is kinda useless, don't u think?
    Nice invisible 50 ms that I have never seen :|

    nice job but you forgot many bugs. for example player prediction on elevators, crosshair jumping when aiming from concrete to sky etc
    What are these bugs and the 2nd one I believe if I understand correctly is 3rd person exclusive, without it however it is not same.... I played for example HD where crosshair doesn't bump like this and the camera is also 50 km behind player and it sucks...

 

 
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