Serious Sam 4

Serious Sam 4

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Seriously Stupid Modified Enemies (Resource Pack)
   
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259.589 MB
2021년 6월 24일 오후 10시 20분
2021년 11월 19일 오후 2시 36분
업데이트 노트 31개 (보기)

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Seriously Stupid Modified Enemies (Resource Pack)

설명
Replacement pack version can be found here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2618664378

An enemy pack for Serious Sam 4 based on experimental changes for A Breakfast in France Remastered. Files can be found in Content/SeriousSacor

Special thanks to:
- Danny S - scripting, effects, LOD modifications
- Biomech - sounds
- NSKuber - scripting
- Damjan - sounds
- Mario - shader/texture help
- Artemyfromrus - shader help

Notes
- Not every enemy has updated character behavior settings, if there is no new character behavior file matching the puppet parameters, that enemy uses the default behavior file.

General Changes
- Updated Beheaded/Octanian/Processed death animations to enable full ragdolls on death, disabled elaborate death animations on Beheaded Soldiers.
- Increased puppet sound ranges on Beheaded Soldiers, Male Gnaars, Reptiloids, and Khnums.
- Octanian Soldiers now have additional idle radio chatter sounds, death sounds have subtle flatlining noises, and missing melee sounds have been restored for all melee attacks.
- Updated destruction settings on various medium and large enemies, some small enemies as well.
- Modified shaders on many enemies.
- Adjusted LODs on many enemies to slightly smooth performance.
- Updated NETRICSA entries on many enemies.

Specifics
Rocketeers - Faster default attacks, homing shot attacks are colored differently, and indicated by the enemy loading its weapon. Homing projectiles no longer loop around using Reptiloid fireball presets, and will pass by the player if dodged.
Firecrackers - Faster projectile attacks, added a sawing noise to the default melee attack.
Bombers - Faster default attacks, triple-bomb throws are indicated by the enemy preparing the bomb. Bombers will now sprint towards the player at a long distance.
Kamikazes - Replaced idle, wound, and explosion sounds with BFE Kamikaze sounds.
Octanian Commanders - Added new shooting sounds, updated projectile effects.
Octanian Grenadiers - Modified emissive colors, updated grenade effects, finished destruction settings. Grenadiers have sounds indicating a grenade throw, prepare their attacks faster, and will slightly lead their throws based on the player's movement.
Octanian Snipers - Removed hitscan attack, Snipers now fire railgun-like fast projectiles. Aiming time decreased, projectile damage increased from 20 to 25, Sniper health also matches health values of other Octanians.
Mummies - Updated hit effects.
Vampires - Adjusted cornea colors, updated destruction settings, added additional destruction sounds. Vampires can now be gibbed via a Double Shotgun blast up-close. Added bloodmap.
Harpies - Slightly increased projectile shooting frequency, modified RunOverFoe attack to try and prevent Harpies from expertly tracking player movement. Updated behavior to prevent Harpies from getting stuck flying back and forth on angled terrain. Added bloodmap.
Male Gnaars - Decreased moving melee attack range, modified flocking parameters, added several variant running animations.
Female Gnaars - Decreased moving melee attack range, modified flocking parameters.
Small Spiders - Removed projectile prediction, added a small delay to projectile shooting so spiders will telegraph when they are about to shoot. Updated destruction settings.
Big Spiders - Restored missing melee attack sounds.
Kleer Skeletons - Adjusted sound hotspot ranges to use BFE values, removed Wound Damage Delay Slider values so Kleers will consistently stun when enough damage is inflicted. Updated death sounds.
Combat Drones - Updated destruction sounds.
Brute Zealots - Added stomping sounds to properly signal how close the enemy is to the player.
Werebulls - Added missing melee blast to the enemy's regular melee attack.
Hatchling Arachnoids - Modified color values from yellow to slightly orange.
Adult Arachnoids - Added BFE sounds, restored missing chaingun spin-up/down sounds, added new death animation, added death fall sounds + shaking parameters. Added bloodmap.
Scrapjacks - Increased health to 540, adjusted stun damage value, updated rocket particles. Modified moving and shooting attacks. On Hard+ difficulty, when damaged to rage mode, Scrapjacks will use a "Rage Walk and Shoot" attack firing more projectiles. Added bloodmap.
Kalopsies - Modified character behavior script to play new wound sounds leftover in the game's files.
Pyros - Modified fireball prediction values, added second unused death animation.
Reptiloids - Added variant death animations, added death impact sounds + shaking parameters
Minor Biomechs - Added death lasers, reduced melee attack range, reduced melee damage from 25 to 20, adding gibbing sounds.
Major Biomechs - Increased health to 750, adjusted stun damage values, added a wound scheme, added new sounds, restored BFE stepping sounds, added death rockets, added gibbing sounds.
Khnums - Added BFE stepping and fireball casting sounds, modified emissive shaders, updated fireball particles.
Witch-Brides - Added death sounds leftover in the game's files, updated destruction settings.

댓글 14
Roosev 2025년 4월 11일 오후 12시 27분 
I will do. Thanks man.
Seriously Stupid  [작성자] 2025년 4월 11일 오전 11시 19분 
@roosev if you want to use the polyp enemy from ASSPBR for use in your projects go for it, just credit Danny S since he was the one who designed it
Roosev 2025년 4월 11일 오전 10시 26분 
Hello, speaking on behalf of MarkoJ, was wondering if you'd be willing to share that Tentacle Polyp enemy you had in the remaster for a project?

It's largely for convenience of use as we already have an enemy pack that we are using and we don't want the players have to download two different resource packs.

Failing that, maybe permission for me to port it to our project? I'm willing to do the grunt work lol. Of course we would credit you for that enemy in the resource pack and project.
DiverT 2021년 12월 14일 오전 10시 29분 
Is it possible for the Khnums to fire off three fireballs consistently and the casting sound is heard globally? Otherwise a really great mod.
Artemy 2021년 8월 4일 오전 11시 47분 
@steak jacobs i think its pointless since pyro has similar attack
Seriously Stupid  [작성자] 2021년 7월 25일 오전 6시 40분 
@Myash: it's a feature that calculates a timeframe in which an enemy can be stunned via accumulated damage. With unmodified Kleers, you can only stun them by inflicting a massive burst of damage, or by continuous fire from an automatic weapon like the assault rifle.
Gambling sellout cheater addict 2021년 7월 25일 오전 5시 07분 
what is Wound Damage Delay Slider ?
steak jacobs 2021년 7월 6일 오후 4시 28분 
I kind of wish the Scrapjack had the alternate Grenade attack from Fusion, was really cool.
Howitzer 2021년 6월 29일 오전 8시 38분 
It seems Reptiloid's janky "rage" animations when he spams volley of fireballs aren't fixed yet?
Spaghettacus 2021년 6월 28일 오후 2시 03분 
"Kamikazes - Replaced idle, wound, and explosion sounds with BFE Kamikaze sounds."
What? Why?