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Serious Sam II

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Serious Sam II is a shot of adrenaline to the hearts of first-person shooter fans across the world.

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Changelog

Hotfix: Game Completion Achievements

Heya folks, we've pushed a hotfix regarding the completion achievements unlock conditions.

Previously, they required you to beat the whole game from start to finish in one run, but now you can unlock them regardless of the order you finish the levels!

Thank you for the ongoing support and feedback!

Serious Sam II Achievements hotfix

Hello folks! We’ve addressed several issues related to achievements. Below you can find the full changelog.

Happy achievement hunting!

  • Added check for achievements that have been achieved, but not awarded, during startup and awards them.

  • Custom Level menu have a single column once again, with newly added info to show whether or not the player has beat the estimated time (for Serious Run Achievement).

  • Enemy count at “Be Quick Or Be Dead”, “Welcome To The Jungle” and “Jump In The Fire” levels are no longer multiplied even if set.

  • Attempt to fix the crash at the end of “Chanolin Temple” level.

  • Removed invalid chapter for “Frostpost” level from chapter maxes.

Serious Sam 2 Update 2.091 is Live

Hey, yo! Bet you thought we’d just drop the previous update and then forget about it. Well, the joke’s on you, because we have another one coming.

What started as a hotfix, ended up as a full-blown patch with some much-needed fixes introduced with the huge update from a month ago, along with some cool tweaks and fixes based on community feedback. The powerful Nate has been working around the clock with our testing team to wrap this bad boy up, and while we are happy with it, we’ll be looking out for any and all additional feedback.

For the full changelog, please read below.

Much love from Croteam! Danny

Serious Sam 2 Update 2.091 Changelog

What’s new:

  • We have added the "Toggle sprint" keybind. Sam can’t get out of breath anyway, so we may as well make him sprint all the time.

  • We’ve got freshly recreated serious bomb weapon and ammo icons. Feast your eyes.

Fixes:

  • The profile options will now initialize and save correctly.

  • You know that feeling when you’re dual-wielding cannons and shoot yourself in the face? Well, it’s not going to happen anymore.

  • Fixed issue with “InSamnity! 2” stopping levels from loading.

  • Fixed an issue that allowed the player to pull out weapons while driving.

  • Fixed improper order of outro movies to the statistics menu.

  • Fixed an issue where the serious bomb ammo would carry over even when you lose your weapons.-

  • Recreated fonts to fix missing characters (All translations should work fine now).

  • Fixed various soft-lock issues. We won’t list them here because we are ashamed of their existence.

  • Fixed helicopters colliding in Greendale

  • Moved Rocket launchers further apart in the first-person view to stop them from colliding when dual wielding.

  • Fixed missing materials and other issues on new DM maps.

  • Fixed an issue where the Albino would not spawn after you activate the Ursul Gardens chicken secret

  • Made the gear on the side of the minigun spin. Super important!

Other changes:

  • Brought back the original display for the minigun. Updated bullet feeding mechanism.

  • Brought back original Klodovik mesh.

  • Brought back original Serious Bomb mesh.

  • Brought back the "Use auto jump" profile option.

  • Created a new version of the lock texture.

  • Raised tool throwing Simba's target marker locations to fix items sometimes getting stuck on the model they stand on.

  • Reduced bullet damage from 9 to 8 for the Uzi.

  • Removed darkening overlay from the loading menu.

  • Reduced spacing of characters in the conversation text.

  • Moved Netricsa icon up so it's not as close to the Armor text.

  • Recreated beam gun animations to improve the bring up/put down animations.

Wait, what?! Serious Sam 2 Update 2.090 is Live!

Bet you didn’t see this one coming! But here it is anyway. It’s been five billion years since the last proper update for Serious Sam 2. In the meantime, we have released a bunch of games, but Serious Sam 2 was always creeping in the darkest corners of our minds. So much so that when the ol’ Nate, aka Nathan Brown, aka DwK, mentioned how he’d love to give Serious Sam 2 another chance, we jumped right onto the hype train.

Nathan did some amazing work in the past couple of months and made sure we deliver the ultimate Serious Sam 2 update, changing the game forever. For the better, of course. With additions like dual-wielding, enemy multiplier, new weapons, and 12 brand new multiplayer maps, Serious Sam 2 gets a new life today. All hail Nathan!

Serious Sam 2 Update 2.090 is quite substantial, so make sure to check out the full changelog at the very bottom of this post. Before you do that, why not get to know Nate a bit more in the latest edition of Basement Chats With Yasen, and find out what exactly inspired him to make this update, how he got in contact with Serious Sam 2, to begin with, and what led him to become a full-time Croteam member.

As always, we'll be looking out for your feedback and acting on it. Feel free to report any issues in the tech-support subforum, and we're always open to suggestions via forums. We'll love you even more if you join our official Discord server.

Got a fun mod to share? Maybe some fan-art or a crazy Serious Sam video you made? We'd love to take a look and share it for everyone else to see. Reach out to our community team directly via Discord, or holler at us via Twitter - @croteam, @serioussamiam, @danny_hr, and @yasenstavrev.

Oh, almost forgot. The Serious Sam 2 soundtrack has been remastered! Soon, you will be able to find it on Steam, and all relevant streaming platforms. Drumjan is a god.

Much love from Croteam! Danny


BASEMENT CHATS WITH YASEN - NATHAN DwK BROWN

⚪ Hello Nathan, or should I say: Hello “DwK”, the guy with the Simba Avatar from the old Serious Sam forums! Now that I have mentioned your old nickname “DwK” and the forums, we have to start by asking you- back when the gaming forums were the place for everyone to hang out, when and why did you join the Serious Sam community? Also, what inspired you to start modding for Serious Sam?

Back in the spring of 2002, I was doing research online to determine what new video card I was going to buy. During that research, I ran across a review for the GeForce4 Ti4400 cards. In the review, they used a game for benchmarking I'd never heard of before, Serious Sam 2. I got curious, researched the game, and found out they had free demos for Serious Sam TFE and Serious Sam TSE. I downloaded them and played them, and that was pretty much all she wrote. I had to have those games.

After playing with a buddy via LAN for a few weeks, and since I had his computer at my house, I started hosting games with it. Then I started meeting lots of great people and joined the Seriously! community. About 5 or so months later, a group of us started playing Louva Deus's (Dev Mystic) "Odd World" mod. We all loved it, but there was a problem. It was only for The First Encounter. So half the time, we couldn't play it. One night we were hanging around chatting after a battle and they all ganged up on me and tried to convince me that I should make the Odd World mod for The Second Encounter. I'd never really programmed before, but I had made skins for us all, so they thought I could do it. This part still gives me chills, and still seems a little surreal. Louva Deus released the source code for Odd World the very next day.

I had no real excuses after that, so I learned how to create mods for Sam, and the "Dances World" mod was born. Then, later on, after a short-lived collaboration with Louva Deus, "Parse Error" was born.

⚪ After being a part of the community for a long time, and thanks to your amazing work as a modder, you became a part of Croteam and have been with us for almost 10 years now. You were also one of the first people, if not the first person, who got hired from the community. How did that happen?

When Serious Sam 2 was released, I wasn't sure if I was going to do a mod for the game. There wasn't an SDK available like there was with the first two games. But, I took a chance and reached out to Alen Ladavac, he gave me the source code so I could make one, and InSamnity! 2 was born. After about a year or so of just working on InSamnity, I started helping out with the Sam Forever mod. During its development, I reached out to Alen again to deal with some odd issues I had run into with the deathmatch bots, and we became friends. He offered me a job in the early part of 2008, but we just couldn't make it happen at the time.

When Croteam released Serious Sam HD, it kind of killed the Sam Forever mod. By this time I was doing contract web work, and just beta-tested the games. Working for them still seemed to be outside the realm of possibility.

Then in late 2011, Sam 3 was nearing release, and I beta tested it. Along the way, I started working with Alen to come up with ways to make the beta testing process better and did everything I could to help make them happen. After the game was released, and Croteam had caught their breath, I got my second job offer. This time we made it happen.

⚪ Many years later after you finished working on anything related to Serious Sam 2, you decide it's time for one last dance. You pitched your idea for a huge update to a million years old game to the higher-ups – and they said yes. What inspired you to do so, and what’s the idea behind this update?

I had some downtime after Sam 4 was released and was looking through the Serious Sam 2 Steam forum posts and I thought the game could use a little love. It's a great game. It's the game that really turned me into a game developer. So I suggested a simple patch. I was told to spend some real-time on it, maybe add a few options from my InSamnity! 2 mod.

Well, you know the saying... "Everyone has a plan until they get punched in the face". Needless to say, I got punched in the face. Hard.

I hope that all that was done helps keep the game enjoyable for a long time to come. If that works out, it was all worth it. Long live Serious Sam 2!


Serious Sam 2 Update 2.090 Changelog

What’s new:

  • Sam can now wield a brand new weapon called the BeamGun (aka The Ghost Buster from the original Serious Sam design document)

  • Enemy multiplier option is now available in singleplayer and co-op. Go, create your own Legion System in Serious Sam 2.

  • Duke it out on 12 previously unreleased multiplayer maps, coming to you straight from the dusty basement at Croteam HQ. Those include Yodeller, Stadium, Hole, Desert Temple, and more.

  • A brand new Flame-Thrower weapon is now available to all you modders out there, and so is the napalm item, so you can feed it.

  • Sam finally learned to dual wield all of his toys. That’s pretty cool if I do say so myself.

  • You know what else is cool? The ability to sprint. Well, Sam can do that now, too.

  • He can also Rocket Jump, just like in the classics.

  • Get lost no more with the brand new Enemy, NPC, and Objective radar.

Stability and performance fixes:

  • Fixed the notorious profile corruption issue. It’s been five million years, but we got there.

Gameplay changes and fixes:

  • The RollerBall in “The Road to Ursul” level will no longer self destroy!

  • Uzis firing speed has been doubled and the damage per bullet reduced from 10 to 9. Such balance!

  • Fixed statistics menu not showing correctly when skipping movies.

  • Colt Reloading has been added.

Visual changes:

  • Hud, menu, and mic textures have been upscaled by 2x!

  • All fonts are now available in shiny high definition, thanks to the House Of Sam.

  • Improved animations for the Chainsaw, Rocket, and Grenade launchers.

  • Screen and Bullets animation fix for Minigun.

  • Menu fonts no longer force proportional shadow direction and shadow distance in the menu parameters.

  • Fixed mapping for the Uzi weapon mesh.

  • Fixed mapping for the Minigun weapon mesh.

General changes:

  • Crosshair selection has been added, and it comes with different color and size options!

  • New menu image and menu music have been added!

  • Added a new "Special Thanks" section to the Extras menu.

  • MODDING – Added the ability to specify mouse cursors.

  • MODDING – Added saved cvars to show/hide the cheats info, and paused message.

  • MODDING – Added debug menu available in the editor to control debug variables. Invoked with the '.' key.

  • MODDING – Added "sam_bSkipMovies" saved cvar to skip the level intro and outro movies. Applies during gameplay and also stops the menu "attract" movies from playing.

  • MODDING – Added visible version of Entity ID to the Serious Editor 2 entity properties panel.

  • MODDING – Added ability to specify mouse cursors (In the Serious Editor).

New Serious Sam 2 Steam update 269486

New Serious Sam 2 Steam update 269486 General Fixes/Improvements

  • Fixed issue with server port not getting set for dedicated servers.

  • Fixed texture stretching for the Auto aim HUD element.

Serious Sam 2 Fixes/Improvements

  • Fixed the possibility of the game getting stuck when a player tries to pick an item they don't need and they have the "Only pick items when needed" option enabled.

InSamnity! 2 Mod Fixes/Improvements

  • Fixed a possible crash scenario when posing a posable model.

Beta update 252822 promoted to main

New Serious Sam 2 Steam update 252822

The beta update 252822 has been promoted from public beta to main.

General Fixes/Improvements

  • Removed the ability to start a vote while another vote is in progress.

  • Fixed voting for next map in Coop not working.

  • Fixed original demos crashing when played.

  • Removed "Local Network" option. All multiplayer games are now "Internet" only. If you want to play a "Local Network"/LAN game, just start and join as you would any other server. If you are playing inside the local network, packets will be routed locally. The experience should be the same as it was before Steam was implemented.

  • Fixed an issue with profiles for different mods interfering with each other and damaging them.

  • Fixed difficulty and friendly fire info not being set properly for dedicated servers in the server list.

  • The Mental Institution model can no longer be used as a player model.

Serious Sam 2 Fixes/Improvements

  • Added "Respawn in Place" option for cooperative games.

  • Made it so a yes vote is automatically entered when votes are called by a player.

InSamnity! 2 Mod Fixes/Improvements

  • Fixed issue with difficulty not being set properly when single player menu is created.

  • Fixed vertical weapons list not handling the 'No weapons" weapon properly.

  • Fixed single player in game menu buttons being too low for all the options.

  • Fixed Bone Yard level not ending.

Beta update 244697 promoted to main

The beta update 244697 has been promoted from public beta to main.

General Fixes/Improvements

  • Wait for VSync is now handled only by the D3D device.

  • Added "Change active mod" file menu item and dialog for Serious Editor 2.

  • Added mod and version support to online match menus.

  • Improved controller support by making the distinction between what form of input was last processed more precise and include more usage scenarios.

InSamnity! 2 Mod Fixes/Improvements

  • Made mod and author text light gray instead of white for select mod scroll list items.

  • Fixed 1st person placements and FOV on weapons.

  • Fixed Dunes and Metropolis levels being locked by default in custom level menu.

  • Fixed Ursul Village door pusher Neanderthal not always getting made vulnerable.

  • Fixed Approaching City ride arrival script so Bull enemy that kills Simba hover craft rider won't remain invulnerable.

  • Added NPC subtitles and voice options.

  • Fixed Kamikaze run animation speed being a little fast.

  • Re-enabled item pickup element and created new text effect for it.

  • Fixed auto aim not working due to double initialization of base weapon var.

  • Fixed points not working properly in Single player.

  • Ammo items are no longer spawned on enemy death when using infinite ammo in single player.

  • Fixed item pickups not showing in the HUD.

  • Fixed issue with scrolling, up and down, in advanced profile options menu.

  • Removed "Check for updates" option in menus.

  • Fixed multiple column scroll lists not working properly with a controller.

Beta update 243904 promoted to main

The beta update 243904 has been promoted from public beta to main.

Changes:

  • Added "Toggle last weapon" control.

  • Added 'Use lives' cooperative option, defaults to YES.

  • Fixed stretching of Netricsa icon texture and moved icon position so it doesn't overlap Armor element.

  • Increased forced shoot period for Mental Institution fighters bomb drops so player stands a better chance of defeating Mental Institution without Serious Damage.

  • Fixed force field for Jungle Stadium loop that was too small and made it hard to make the loop.

  • Fixed a place where players can get stuck at the end of Doomed Canyon level.

  • Fixed vertical weapons list not switching weapons when shortcut keys are used.

Beta update promoted to main

The beta update 243026 has been promoted from public beta to main as of today.

  • Fixed texture stretching on HUD elements.

  • Adjusted HUD elements so they are farther out to the sides and top and bottom.

  • Movies are now rendered with a fixed aspect ratio of 1.333 to avoid distorting their already low resolution.

  • Fixed 1st person weapon models arms showing edges of arms with wide screen.

  • Fixed enemies not appearing on Kwongo level and other places.

  • Removed wide screen video option.

  • Adjusted margins for Netricsa HUD element description text so it looks better.

  • Added Cooperative settings option to disable serious bombs. When disabled bombs will not show up in the game at all.

  • Fixed auto aim option and cheat not working without a controller.

  • Fixed the oddness in how mouse hovering acts in the Advanced Video Options menu on the topmost and bottommost options. This also fixes arranger up / down arrows not working as expected.

  • Added advanced profile settings option that allows players to choose the type of weapons list they want to see in the HUD, either Horizontal or Vertical.

  • Adjusted LOD distances so the helicopter Minigun is visible at longer distances.

  • Menu button bars and Netricsa buttons now show XBox controller icons when using a controller.

  • Changed loading screen loading text, and continue text from 'Please press Enter to continue' to 'Please press a key to continue'. The loading text is now removed when level has finished loading.

  • Fixed issue with entities not always falling to the ground when frame rates are high.

  • Raised duke armor and hat on the Forsaken Compound level up some so they won't fall through the ground.

  • Added NPC subtitles and voice game options.

  • Fixed turret camera so it doesn't drop below the model when looking up.

Beta update promoted to main

The beta update 207185 has been promoted from public beta to main as of today.

  • Added Xbox 360 gamepad support

  • Added Steam Cloud support, storing player profiles

  • Added mut_fSpawnerMultiplier which can be set in console before starting a game, just because it's fun

  • When the game starts on windowed mode it will now be centered in the middle of the screen instead of in the top left corner

  • Fixed HUD being wrongly proportioned on widescreen displays

  • Fixed weapon FOV not being calculated for widescreen displays (this can be toggled via hud_bFixWeaponFOV)

  • Fixed invalid aspect ratio on 16:10 resolutions (black bars) as well as aspect ratio in editor test game

  • Fixed some spawners never working causing enemies to get stuck (eg. on the Kwongo boss fight)

  • Fixed a regression in menus where there were multiple instances of infinite ammo

  • Fixed infinite ammo not being togglable in deathmatch

  • Fixed Tank General enemy emitting wrong head debris model

  • Fixed helicopter vehicle not having a proper minigun

  • Fixed a simba trying to walk against an invisible wall

  • Removed check for updates button

  • Default to 800x600 resolution on windowed mode when starting the game for the first time instead of 640x480 fullscreen

  • Fixed crosshair sometimes turning green (it was targeting local player)

  • Fixed problem with shotgun spread when loading a saved game

  • Fixed a typo in a level description

  • No longer showing an ammo bar next to weapons with infinite ammo

Please do let us know if there are any problems. Thanks! :serioussam: