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Release of Serious Sam Test 1 Sirius ver + Cheat Trainer | Guide to download this game & use Trainer

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The link to the game is at the very bottom. Today, the very first public test version of SS TFE turns 24 years after its release on May 30, 2000. In honor of this date, I released a modification of the Public Test 1 itself, Sirius version. This mod contains a Karnak map with futuristic textures, models and new enemies that have replaced almost all the Egyptian themes. Since there is no World Editor in Test 1, I had to replace the texture files themselves that are used on the map. I also had to take into account the size of the textures and compare the Egyptian texture with the appropriate texture I had chosen. I used futuristic textures from the Alpha Build and I was lucky that I found all the textures that fit the size, with which the map looks beautiful, even without perfect details. I had to suffer with object models in a similar way... Replacing Egyptian torches with various kinds of lamps, replacing the statues of Amon with a Catman, and then they had to be slightly turned to a certain angle. To do this, I used the Cheat Engine. Most of the enemy species have been replaced in the game, leaving only Arachnoid and Biomech. Here is the list of replaced enemies: Beheaded - Driving Robot Kleer - Flying Robot Gnaar - Cyborg Bull - Biomech Harpy - Dragonman Biomech - Devil All these new enemies appear after they spawn in certain places. And those enemies placed on the map without spawn appear to us with old characteristics, left over from old enemies. The Cyborg had its own problem with its models, it was presented without Cyborg body parts. As a result, I had to replace the Catman with a model. Using the Cheat Engine, I changed the location of enemy spawns, and also changed the types of enemies of some species. On the map you can see Cyborgs with scooters, various robots, a young, adult and old Arachnoid, and so on... All this work took me a whole week of free time. The disadvantages of this modified game are: 1) Sinking some enemies underground. 2) The inability to load the saves made during the game (if you used my special save with all the changes), an error appears for an unknown reason. If you are afraid to die during the campaign, use the infinite health cheat. 3) Old enemy stats placed on the map without spawn. Let's consider a couple of interesting questions: Why Test 1 and not Alpha Build? Although I have the opportunity to use the World Editor and place futuristic enemies on the Space Crusader map, however, Alpha Build does not have those Driving & Flying Robots in the form of enemies in the code of this build. In other words, when you try to add the ““ or ““ file to the Editor, an error will occur that will report a non-existent enemy in the code. Based on this, it can even be assumed that after the release of Alpha Build, the developers planned to add these enemies later in the new build, but it is not a fact that these robots first appeared in Test 1. In addition, the presence of the ““ and ““ files in Test 1, as well as the absence of these files in Alpha, also indicates the late appearance of enemies, although it was initially assumed that these enemies were cut out before the Alpha Build appeared. How did I manage to put new enemies in the place of old ones in an assembly that does not have an Editor? In fact, everything turned out to be simpler: I just needed to edit the .ecl files I had selected of the enemies that are present in Karnak, writing in the text the name of the enemy that I want to see instead of the original one. This is the best way to see inaccessible enemies in pre-release builds if there is no World Editor. The main thing is that the game can read all the necessary files of inaccessible enemies. However, of course, this way we lose the ability to fight with the original enemies, but there is nothing we can do about it. Regarding the Trainer: it is recommended to disable the antivirus so that it does not complain and does not delete the Trainer. The instructions for using the trainer are in the program itself. The main thing is that you need to run the game itself first, and then the Trainer so that it can work. Otherwise, the trainer will not find the game process. I will end my explanations with this. Thank you all for reading the long description! Link to SS Test Sirius version: %28Sirius_ver%

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