-
Notifications
You must be signed in to change notification settings - Fork 4
How to FAQ
Answers to frequently asked questions and notes about Serious Sam Classics Patch.
The patch supports all latest versions of Serious Sam games on Serious Engine 1:
-
Serious Sam: The First Encounter v1.05 (including Steam and GOG versions)
- Build archives starting with
TFE1.05
.
- Build archives starting with
-
Serious Sam: The Second Encounter v1.05
- Build archives starting with
TSE1.05
.
- Build archives starting with
-
Serious Sam: The Second Encounter v1.07 (including Steam and GOG versions)
- Build archives starting with
TSE1.07
.
- Build archives starting with
Classics Patch can be launched by either using executables that ship with it (filenames ending with _Custom.exe
, e.g. SeriousSam_Custom.exe
) or by starting the "Serious Sam [Classics Patch]" mod from the Mods menu in-game.
Alternatively, you can make the game start with the patch automatically by choosing one of the following ways.
The easiest way is to force the game to start the Classics Patch mod.
Steam:
- Right click on the game -> Properties -> General.
- Enter
+game ClassicsPatchMod
in the "Launch options" field.
Windows:
- Locate a shortcut to the game (or create a new one).
- Right click on the shortcut -> Properties -> Shortcut.
- Add
+game ClassicsPatchMod
at the end of the "Target" field (after the path to the executable).
The most reliable way is to replace the game executable with the patch one.
- Navigate to the game's installation directory (in Steam: right click on a game -> Manage -> Browse local files; or inside
steamapps/common
within the Steam library folder). - Go to the
Bin
folder and backup originalSeriousSam.exe
file somewhere. - Rename
SeriousSam_Custom.exe
intoSeriousSam.exe
.
After that Steam or any shortcut to the game will start the patch instead of the vanilla game. The same can be done to SeriousEditor.exe
.
You don't really have to uninstall anything because all vanilla executable files still work as intended.
To know whether or not you're still playing with the patch, type PatchInfo()
into console to verify it. You can also type ListPlugins()
to see which plugins are loaded. Such commands don't exist in vanilla games.
The patch still replaces a couple of files, which need to be removed in order to truly uninstall the patch. These files are:
-
Bin/EngineGUI.dll
- This primarily implements the patch into the tools, i.e. Serious Editor, Serious Modeler and Serious SKA Studio.- The original library is bundled with the patch as
EngineGUI_OG.dll
. Rename it toEngineGUI.dll
to restore it.
- The original library is bundled with the patch as
-
Bin/Shaders.dll
- This fixes issues related to rendering of SKA models and its shaders for The Second Encounter v1.07. If you start the vanilla game, this library will still take effect as soon as at least one SKA model is loaded in any way. It won't actually add any patch-related features, only fix rendering of SKA models.- The original library is bundled with the patch as
Shaders_OG.dll
. Rename it toShaders.dll
to restore it.
- The original library is bundled with the patch as
Other files that you may also want to remove are:
- Within the
Bin
directory:- Base modules:
ClassicsCore.dll
,ClassicsPatches.dll
,steam_api.dll
. - Custom mod:
ClassicsExtras_Custom.dll
,Entities_Custom.dll
,GameGUI_Custom.dll
,Game_Custom.dll
. - Executable files:
DedicatedServer_Custom.exe
,SeriousEditor_Custom.exe
,SeriousSam_Custom.exe
. - Plugins: Any
.dll
file in thePlugins
folder (or the folder in its entirety). - Third party libraries:
SDL2.dll
,steam_api.dll
.
- Base modules:
- Within the game directory:
- Patch resources:
SE1_ClassicsPatch.gro
. - User files and configs:
Data/ClassicsPatch
folder (optional, vanilla game ignores them).
- Patch resources:
These can happen quite frequenty because of many different reasons.
Let's look at the things that may cause these errors upon connection and how they can be solved.
Even without Classics Patch, most of the time these errors happen when some game resources have been modified in a way that makes them conflict with vanilla resources. This includes model replacements (e.g. new weapon models) and modifications of standard world files (e.g. Levels/LevelsMP/1_1_Palenque.wld
).
To solve this:
- Remove all of the conflicting resources (and GRO archives containing them).
- Restore original game files either from backups, your installation disc or by verifying integrity of game files in Steam.
- Unsubscribe from content in Serious Sam: Revolution workshop that may create resource conflicts, in case all clients intend to play new levels from there.
If you're certain that it's not an issue with mismatching game resources and you're also able to connect to servers normally without using Classics Patch, then it must be because of mounted game installations.
To solve this:
- Unmount Revolution and restart the game.
- Unmount Revolution workshop and restart the game.
If you plan on playing levels from Serious Sam: Revolution with someone else, you may not be able to connect because client's "Custom mod libraries" setting mismatches the server one. It is recommended to enable CustomMod
in config properties in order to experience Revolution levels to their fullest.
To solve this:
- All clients need to make sure that their "Custom mod libraries" setting matches the server host. If not, they must toggle it, restart the game, and then try connecting to the server again.
Unforunately, no. These issues arise from something deep inside the engine itself. And even if it's somehow possible to fix them from the outside, it will require too much effort. Plus, I'm no expert in this field.
That's because included localization files only translate text of Classics Patch. If you need official localization files for the game itself, you can find them in this archive: DreamyCecil/SE1-Localization
The slowdown bug is fixed by using new gameplay extension called "Fix Timers". It is enabled by default for all new games started with the patch.
The only bug it doesn't fix is the firerate of the Minor Bio-mechanoid (blue Walker enemy) because its internal timer logic there differs from the rest of the entities.
If you join a vanilla multiplayer server or load an old save file that was created without the patch, the gameplay extensions will be disabled on that run for compatibility reasons.
If you wish to fix the slowdown bug on your old pre-patch save, run these console commands to enable the gameplay extension:
pck_GameplayExtNumber("Enable", 1.0);
pck_GameplayExtNumber("FixTimers", 1.0);
Because Serious Sam: Revolution takes priority over The First Encounter when both games are mounted.
To solve this, unmount Revolution in config properties and restart the game. Workshop can remain mounted.
Currently I don't know how to prioritize The First Encounter campaign over the Revolution one.
"Custom mod" is a term used for a set of libraries that come with the patch:
Entities_Custom.dll
Game_Custom.dll
GameGUI_Custom.dll
-
ClassicsExtras_Custom.dll
(entity pack with extra entities)
This custom mod implements new features for vanilla gameplay, including (but not limited to): Game themes, Revolution enemies, TFE keys, player movement customization using gameplay extensions, big fonts in console & computer.
When custom mod is active, it means that these libraries take effect over vanilla ones (e.g. EntitiesMP.dll
and GameMP.dll
), just like when you're playing a mod with custom libraries in its Bin folder.
- You can optionally disable usage of the custom mod in favor of vanilla entity & game logic. Though it's only recommended in case something is causing issues in multiplayer games.
- When you're playing a mod with its own libraries, the custom mod is always disabled because its logic isn't compatible with the mod.
It's right there in the name. A set of new options for customizing gameplay experience in exchange for compatibility with vanilla.
When gameplay extensions are enabled ("Enable extensions" setting or gex_bEnable
command), it makes launched servers, saved games and recorded demos unplayable without the patch. All clients have to install the same version of the patch as the server in order to play together.
If you wish to change player's FOV in any gamemode, you can use new sam_fCustomFOV
and sam_fThirdPersonFOV
commands instead of plr_fFOV
.
These commands have a smaller FOV range than the vanilla command, so if you still want to have a closer zoom in Cooperative gamemode, set the commands above to -1
and keep using the plr_fFOV
command instead.
If HUD elements seem too big and overlap with other elements, consider scaling the HUD down using the hud_fScaling
command. The value of 0.75
is usually good enough, even for 21:9 resolutions.
I want to give players as much freedom to customize their game and experience as possible. You don't have to use every single command. If you don't need extended customization of the patch, you can use quick setup scripts under Options -> Execute Addon in-game.
This is what happens when a programmer does UI/UX design.
If you get an error that says something along the lines of "Cannot set function patch..." upon game start, first make sure that you've installed the patch for the right game version. You can see the engine version of the game in the top right corner in the main menu (typically v1.05
or v1.07
).
There are a couple of things you can try to solve it:
- Restart your machine.
- Locate
SeriousSam_Custom.exe
, right click on it and go to "Properties" -> "Compatibility" tab. Change the state of the "Disable fullscreen optimizations" checkbox and press OK.
If the error persists, you might want to report it. Set DebugPatcher
property to 1
in the patch config file and run the game again. This will display patcher actions in the log file (e.g. SeriousSam_Custom.log
) in the root game directory. You can upload the log file when you submit a new issue.
Designed and developed by Dreamy Cecil since 2022