Serious Sam 2 Patch 2070
. WW: 31 January 2012 (digital) Mode(s), Serious Sam 2 is a released for and and the sequel to the 2002 video game. It was developed by and was released on 11 October 2005. The game was initially published by, a subsidiary. The game was later made available on on 31 January 2012.
While the game was originally released only for Microsoft Windows and Xbox, an unofficial version of the game was created and is being handled by Linux Installers for Linux Gamers. In the single-player campaign, the player assumes the role of Sam 'Serious' Stone in his adventures against the forces of the overlord, 'Mental', who seeks to destroy humanity. Taking place after the events of, Sam travels through various worlds collecting parts of a medallion in an effort to defeat Mental. He is guided by the Sirian Great Council and receives sporadic aid from the natives of the worlds he visits. The multiplayer mode includes online and, the latter having been introduced in a. A 4.5/5.0 was awarded to Serious Sam by, though overall the game received moderate praise from the media, earning an average of 75% on. Croteam simultaneously developed Serious Engine 2, the successor to their previous, Serious Engine, for use in the game, and the engine is capable of many features of other advanced game engines of the time including and.
The engine supports integration with both and for multiplayer match finding. Serious Sam 2 is the only game so far to use the engine, though the Serious Engine 2 is available for licensing. Serious Sam faces numerous enemies at a time Serious Sam 2's gameplay consists almost entirely of the player attempting to defeat dozens of enemies at a time, and thus is relatively simple. The game's story establishes the reasons and methods for how the player travels from chapter to chapter. This is a significant change from the previous games in the series in which the story existed merely to transport the player from place to place in order to kill as many enemies as possible in the process, with the plot consisting merely of messages that the player could disregard without consequence. Serious Sam 2 features the story more prominently, but still maintains the focus on killing as many enemies as possible. The story is developed through the use of, which are interspersed throughout the game, especially at the beginning and end of each.
Serious Sam 2 is a first-person shooter video game released for Microsoft Windows and Xbox and the sequel. The patch fixed minor bugs and included Serious Editor 2. Serious Sam 2 - game update version - v.2.070 D2D - Download. Game update (patch) to Serious Sam 2, a(n) action game, v.2.070 D2D, added on Friday, April 28, 2006.
The player begins with a certain number of lives that represent the number of times the player is allowed to lose all of his health (and then re-spawn immediately from the players last saved checkpoint). More complicated gameplay mechanics that are often found in other games (such as ) are rare, and when encountered they are fairly simple, usually requiring the player to locate keys/objects in order to unlock doors or advance to the next level. Player-controlled vehicles (such as hover bikes and saucers) were introduced to the series in Serious Sam 2. Vehicles feature turrets such as rocket launcher, machine gun, and laser turrets. The simplistic gameplay of Serious Sam 2 is similar to that of previous games in the series, but Serious Sam 2's lives system is a radical departure from the original games in the series (which would allow you to resume from checkpoints or saved games an infinite number of times). Although Serious Sam for Xbox was the first game in the series to feature a 'lives system', Serious Sam 2 was the first PC game in the series to implement this system. Blood and gore effects have been improved relative to the previous games, and all enemies other than bosses can be.
Living foes can disintegrate into blood and bloody bits, undead entities, excluding Kleer Skeletons, can be reduced to decaying bits and pus, while magical creatures' destruction is marked with sparkle effects and purple gases. Are scattered throughout the game and can be obtained by destroying certain objects. The player is able to pick up certain objects and manipulate them in a manner similar to the effects of the Gravity Gun from, though without the necessity of an external device. While the game features various enemies seen in first person shooters, such as soldiers with chainguns, blasters and rocket launchers, there are also many other oddball enemies, like witches, clockwork toy rhinos, zombie stockbrokers with shotguns and suicidal exploding clowns.
Different chapters feature native 'chapter specific' enemies; for example the Kleer World features Flying Kleers and the Oriental setting of Chi Fang features Martial Arts Zombies. The players will also meet (NPCs) throughout the game. There are five different groups of NPCs in the game: The Sirians, the Simbas, Zixies, Chi Che, and Elvians, each native to their respective planet. The different groups of NPCs help the player throughout the different settings of the game, with each group of NPC corresponding to a different setting in the game.
Multiplayer A prominent feature in the previous games was, in which multiple players could play the single-player campaign together. Serious Sam 2 focused on this game mode even more than its predecessors, as it was the only multiplayer mode to be included when the game was released, although deathmatch was later added in a patch. The PC version allows up to sixteen people to play together, while the Xbox version allows four players, either via Xbox systemlink.
Serious Sam 2 Patch
Unlike the previous games, Serious Sam 2 does not support gameplay on the PC nor the Xbox. Weapons Weapons in Serious Sam 2 were largely remodeled versions of the weapons found in the previous games in the series. Most of the weapons from the previous games returned, such as the, 12- double-barrel and a. The, a staple of the series, also makes a return, and is a weapon of particular significance as it was featured prominently on the cover of the box for many of the previous games. The Serious Bomb also made a return, maintaining its status as the most powerful weapon in the game by being able to eliminate every enemy on the screen.
The Serious Bomb is described as a 'miniature big bang' and as 'Instant Death With a Smile,' and the player is only able to carry a maximum of three due to their size. Protecting the player from the immense power of the Serious Bomb is a 'Life-Preserving-Quantum-Field(TM).' Serious Sam 2 introduced new weapons to the series, including 'Clawdovic Cacadoos Vulgaris,' (the name is pronounced in Croatian as Klodovik, which is a reference to a parrot Klodovik in comic series ) a parrot clutching a bomb in its talons that can fly to an enemy to eliminate it, and throwable. In addition to dual, the game also includes an additional sidearm of a brand-new design. The 'Hydro-Plasmatic Handgun' can fire small units of energy at a 'decent rate of fire,' and it can also be fired in a mode that allows the projectile to direct itself towards an enemy. Also introduced to the game are twin automatic replacing the from the earlier games of the series. Plot The game's story picks up shortly after the end of Serious Sam: The Second Encounter, with the hero of the series, Sam 'Serious' Stone, continuing his goal to defeat his nemesis, Mental.
The game begins with Serious Sam being summoned before the Sirian Great Council, where the Council provides him with guidance on how to accomplish his goal to defeat Mental. The Council reveals to Sam that he must collect all five pieces of an ancient Sirian medallion, each held by various groups on five different planets, and states that once Sam has the entire medallion, Mental will be vulnerable. All the planets (except Kleer) are populated by friendly, bobble-headed humanoids, but the problem is that all the planets are under Mental's control. The Council then instructs Sam to visit all five planets in order to recreate the medallion, only then will Sam become 'The One'. Confused at the moment and with nothing better to do, Sam accepts the mission. With the medallion finally complete, Sam is now ready to begin the final assault against the greatest enemy of humanity.Mental, who is located on Sirius, once the planet of the great Sirians that visited Earth many times, now the domain of Mental himself. But in order to gain access to Sirius, Sam is asked to storm Kronor, a moon orbiting Sirius that has a massive cannon which could be used to remove Sirius' protection shield, which was a last line of defense for the Sirians against Mental.
And so, Sam's mission continues. In the endgame, Sam enters Mental Institution after disabling it and into Mental's throne room. Sam finally encounters Mental in person while the lights are off. Mental tries to reveal to Sam that he is his father, but Sam interrupts by shooting him, thus silencing Mental forever. After that, the Sirian Great Council, even the inhabitants from the planets, celebrate their long-awaited victory against Mental. When the lights come back on however, it is revealed that Mental wasn't there at all and it was instead just a speaker attached to Mental's throne, implying that he actually tricked Sam in order to escape in his starship into deep space (in the Xbox version, the game doesn't show this scene). The credits roll after that, where a dialog of three unknown people is played discussing how this ending might just be another one of Croteam's bad jokes and how big Mental's boss fight could be.
After the credits, a silent-motion scene shows Sam returning to the Sirian Great Council with the medallion in hand. As they take the medallion however, Sam soon discovers that the Council had cardboard boxes full of those medallions. Sam then becomes enraged and chases the Council around their room. Development Development of Serious Sam 2 began in mid-2003 with the decision to create the game on a new engine.
Croteam planned to release the game in the second quarter of 2004, but this was later pushed to the second half of 2004 and finally to fall 2005. For a period of time, Croteam posted weekly updates, but these became bi-monthly, then monthly, and then stopped completely after August 2004, as shut down and folded into, Croteam's publisher, wanted to handle the release of information from that point forward.
In April 2005, the game was officially announced by 2K Games, at which point the release date was set as Fall 2005. Shortly following the game's official announcement, Serious Sam 2 was featured as the cover story for the June 2005 issue of, and was later showcased at in May 2005.
Shown at the E3 Expo was the official trailer for the game, and an early build of the game was playable on the show floor. A result of the E3 presentation was a 30-minute video preview of the game featuring gameplay footage while a question and answer session took place between owner and director Jason Rodzik and Fernando Melo, the game's producer. In the time following the game's official announcement, released a steady trickle of showcasing the vibrant colors and wide-open spaces that characterized the previous games and helping to build up as the game neared release. A of the PC version was released on 21 September 2005, and a second was released on 17 October 2005.
Django serialize dict object has no attribute meta. On 11 October 2005, Serious Sam 2 was released for PC and Xbox, and a patch for the game was released the day before, bringing it up to version 2.064b. Croteam stated that a substantial list of features were cut due to time constraints.
Serious Engine 2, the for Serious Sam 2 was developed alongside the development of the game itself, and was a brand new revision of 's prior that was used for their previous games, such as. The more advanced features of the engine include detailed effects, high-resolution, and effects. Release patches On 16 December 2005, two months after the game's release, released a to bring the game up to version 2.066. The most significant change to the game with the patch was the addition of a for the game, although the patch included various fixes. On 6 March 2006, Croteam released their second patch, adding support to the game.
The most recent patch for the game was version 2.070 which was released on 24 April 2006. The patch fixed minor bugs and included Serious Editor 2, the content editor for Serious Engine 2, the used in Serious Sam 2.
Level editor Croteam developed their own, Serious Editor 2, and used it for the development of Serious Sam 2. The editor has significantly more features than the original Serious Editor that was used for the previous games. Serious Editor 2 allows geometry to be imported and exported to and from third-party 3D programs, such as, via an intermediate, thus allowing for to be easily created for any 3D modeling program.
Two methods of creating exist in the editor, and they can be created either as procedural particle systems or emitter systems. The editor also features its own interpreted language, similar to, which allows for relatively simple programming, and a script editor and debugger, enabling the to control gameplay events more directly. In addition to the standard level editor, there is also a mechanism editor for and collision setup, an editor for modifying camera paths and animation of objects, a editor for configuring the skeletal structures of characters, a destruction editor, editor, editor, and editor.
One of the most significant and more distinctive features of Serious Editor 2's level editor is that it allows for real-time editing. The process for most games often requires the level to be modified in the editor, saved, and then loaded separately in the game where it can be tested. However, Serious Editor 2 allows for levels to be played and tested within the editor without requiring compilation.
While playing the level within the editor, the level designer can directly switch to editing mode, make the desired modifications, and then continue playing, greatly simplifying the final stages of level editing. Reception Reception Review scores Publication Score 90% 80% 70% 82% 82% 75% Aggregate scores 75.23% 74.23% 74/100 Unlike its predecessors, and, the first of which was awarded 's PC Game of the Year in 2001, Serious Sam 2 received less praising reviews. The game's average review is a 75% according to. Its highest mark by mainstream media was a 4.5/5.0 from, though most reviews were in the 70% or 80% range. Other notable reviews include rating it 4/5 and giving it a 3.5/5 (Good).
Awarded Serious Sam 2 an 8.2/10, summing up the sentiments of many of other publications' reviews: “ Like its predecessor Serious Sam 2 caters to a very specific taste. Fans of old school action games that focus exclusively on shooting down wave after wave of enemies will definitely find that this game delivers. Still, the endless fragfest that is Serious Sam 2 occasionally runs the risk of becoming monotonous. What saves the title is the endless variety of enemies that come your way and the intense challenge that they offer. Throw in an engine that can handle it all with ease and a unique, colorful visual style and it's the perfect game for twitch-happy action junkies. ” One of the main criticisms of the game was that it was a lot less 'serious' and a lot more 'cartoony' than The First Encounter and The Second Encounter. An over-emphasis on reflective surfaces and oddly out of place pixel shading were perceived as being more about showing off the capabilities of the engine than about defining the atmosphere of the game.
Lighter colors and a more upbeat made the game feel less grounded in reality, contrary to the realistic and of the earlier games, and players complained that while the weapons of the previous games seemed to be massive and powerful, those in Serious Sam 2 were less so. References. Retrieved 31 December 2006. 31 January 2012. Retrieved 31 January 2012.
31 January 2012. Retrieved 31 January 2012. Linux Installers for Linux Gamers. Retrieved 16 June 2015. 6 March 2006. Retrieved 29 December 2006.
11 October 2005. Archived from on 30 June 2006. Retrieved 29 December 2006. Retrieved 29 December 2006. ^ Ribaric, Roman (19 July 2005). Retrieved 31 December 2006. ^ Game Manual for Serious Sam 2.
^ Game Manual for (Xbox). 17 November 2005. Archived from on 12 November 2006.
Retrieved 30 December 2006. 24 June 2005.
Retrieved 31 December 2006. ^ Rodzik, Jason (11 October 2005).
Retrieved 31 December 2006. 27 September 2005. Archived from on 18 March 2012. Retrieved 31 December 2006.
Retrieved 30 December 2006. 5 September 2005. Retrieved 6 March 2007. 22 September 2003.
Retrieved 29 December 2006. Retrieved 24 August 2006. Retrieved 24 August 2006. Retrieved 24 August 2006. Retrieved 29 December 2006. Rodzik, Jason (19 May 2005).
Retrieved 29 December 2006. Rodzik, Jason (22 May 2005). Retrieved 29 December 2006. Retrieved 29 December 2006. 21 September 2005. Retrieved 29 December 2006.
17 October 2005. Retrieved 29 December 2006. 10 October 2005. Retrieved 29 December 2006. Retrieved 24 August 2006. Retrieved 24 August 2006. Retrieved 31 December 2006.
16 December 2005. Retrieved 29 December 2006. 24 April 2006. Retrieved 29 December 2006. Retrieved 19 October 2008.
Retrieved 19 October 2008. 12 October 2005. Archived from on 10 December 2005.
Retrieved 29 December 2006. 11 October 2005. Retrieved 29 December 2006. 11 October 2005. Retrieved 29 December 2006. Retrieved 29 December 2006. Xbox Solution.
10 November 2005. Archived from on 22 August 2007. Retrieved 29 December 2006. Retrieved 29 December 2006. 23 August 2008.
Retrieved 23 August 2008. External links.
Serious Sam II by Croteam - retail v2.070 patch Changes in 2.070.00 patch: - Serious Editor 2 (modeler, level editor, code editor, and more) is now bundled with the patch! - Lightwave import/export plugins are bundled with the patch! - fixed weapons disappearing in deathmatch - fixed several small issues and rare crashes For detailed info about the tools, please click on the 'Serious Editor 2 Help' document in the Start Menu, or start Serious Editor 2 and press F1. You can also find this file installed in the Help/ directory. Example content mentioned in the tutorials within the help file will be made available for download as a separate file. It was not included in the patch to keep its size reasonable.
For installation of Lightwave plugins see the 'Serious Editor 2 Help'. If you want to create converters for other applications, the interchange file format will be documented shortly. Changes in 2.068.00 patch: - Implemented Deathmatch game mode - It is now possible to execute a script file from the console (exec script.cfg) - Added samListPlayers console command - displays the list of all players in the 'playerindex playername' format. Implemented banning of players by IP address (permanent or temporary). Implemented map list and map rotation - map list can be specified either in a cvar or through a file. Added falling damage.
Added damage impact - knockback from explosions. Increased player speed for deathmatch games (12.5 m/s). In DM, player runs faster when using the chainsaw. Players drop the current weapon when killed (DM only).
It is now posible to disable items, weapons and powerups. Player can be gibbed (DM only). Implemented the in-game voting system (votes for next map, map restart, kicking players, temporary player ban). Added the 'only if stronger' option to auto weapon change setting. Chat message sound is much louder now. Added support for multi-core in physics solver (disabled by default). Changes in 2.066.00 patch: - Added dedicated server support (see DedicatedServer.txt in the patch).
Vertical slider next to some lists (e.g. Server list) now reacts to mouse clicks and movement. Server list can now be properly used with the mouse.
Fixed scrolling of some lists (levels, profiles). Swapped function of up/down arrows in some menu screens.
Options boxes (yes/no and similar) now cycle options - selecting the last option and going to the 'next' one will go back to the first option and vice versa. Netricsa icon will no longer appear if subtitles are turned off. Playing with high ping time (500ms) caused strange things to happen for clients (dying immediately after respawning, being unable to turn off cheats.). Difficulty setting wasn't properly restored when loading a saved game. Match details menu screen now displays the server version. It will be displayed in RED if the servers version doesn't match the clients.
Version number in the main menu is now more visible. Added a beep sound when a new line appears in the chat console. Added support for resolutions with strange aspect ratio (namely, 1280x1024). In cooperative games, info for all players (name, health, armor) is displayed on the right part of the screen. Added an option to profile settings ('always pick up items') to disable picking items when not needed (e.g.
Ammo if already at max ammo). Servers can now be password protected via the 'netstrConnectPassword' cvar.
To join a password protected server, the client mus set the password string to 'netstrConnectPassword' cvar. Added the 'samListPlayers' console command to list all players in format 'playerindex: playername'. Bloom effect now works properly in HDR mode on ATI X1000 series boards (no more pixelization). Added controling compatibility mode for DirectSound mixing ('software emulation' in 'audio options' menu).
Fixed problem with sound playback and mouse input on multi-(core-)CPU systems. Fixed wrong performance detection on Intel integrated graphics chips. Fixed wrong profiler timings under dual-core CPUs. When toggling HDR mode while using FSAA, cfunc 'gfxRestart' is now required. Weapon can't be changed while recoiling. Added message for recently picked items. Game can't be quick loaded in multiplayer.
Fixed jerky movie playback on slower CPUs. Added option to automatically quit the game after demo benchmarking is finished (cvar 'bmkbAutoQuit=1', best to use it as command line param, '+bmkbAutoQuit 1').