Skip to content

SSNE-Native 1.2.5.2

Latest

Choose a tag to compare

@SashexSRB SashexSRB released this 01 Nov 13:24

Serious Sam: Next Encounter Native: play Serious Sam: Next Encounter (GameCube, 2004) natively on Linux and Windows, built on your PC from your own disc image. Based on Silly ReEncounter 1.01 by takoshero96.

No game code or data is included. You need your own copy of the game (USA G3BE9G Rev 1 or Europe G3BP9G; .iso, .gcm, .rvz, .wia, .gcz or .ciso).

Downloads

Package For
SSNE-Native-1.2.5.2-Linux-x86_64.tar.gz 64-bit Linux with glibc 2.34 or newer (Ubuntu 22.04+, Debian 12+, Fedora 35+, Arch, …). Needs a C++ compiler: clang (recommended) or g++, e.g. sudo pacman -S clang / sudo apt install clang / sudo dnf install clang.
SSNE-Native-1.2.5.2-Windows-x64.zip 64-bit Windows 7 SP1, 8.1, 10, 11. The launcher downloads the free LLVM-MinGW compiler once (about 146 MB).

How to play

  1. Unpack the package into a folder you can write to.
  2. Start SSNE-Native (Linux) or SSNE-Native.exe (Windows).
  3. Select Disc (or drag your disc image onto the window), then Install Game: the game is extracted and built on your PC (about a minute with clang on Linux, a few minutes on Windows).
  4. Play.

Already on 1.2 or later? The launcher offers this update by itself when it starts.

Coming from an earlier version (Silly ReEncounter or SSNE-Native 1.0 – 1.1.3): download this version once yourself, copy its files into your folder, start SSNE-Native and choose Update Game. Your game data, saves, save states and settings are kept. From then on, updates install themselves.

What's new in SSNE-Native 1.2.5.2

  • No more shader stutter in Atlantis (#9): the list of shaders the game builds in the background at startup now covers all levels of Atlantis too, so the whole main game is covered: Ancient Rome, China and Atlantis (1018 shader setups). The 10 lost levels follow in 1.2.5.3.
  • 1.2.5.1: China added to the list.

Earlier in 1.2.5

  • No more shader stutter in Ancient Rome (#9): the short freezes when a new area, enemy or effect appeared for the first time were the graphics driver compiling a shader while the game waited. The groundwork from 1.2.4 is now switched on: the game builds the shaders it will need in the background at startup, from a list gathered by playing through the game plus the setups your own game has recorded since 1.2.4. A shader that's still new is compiled in the background and its object shows up a frame or two later, instead of the game freezing. The list covers all levels of Ancient Rome; China and Atlantis follow in 1.2.5.1 and 1.2.5.2.
  • Enemies frozen in place above 60 fps: an enemy knocked back by gunfire (e.g. the frogs in the Temple of Neptune, but any enemy could be affected) sometimes stood frozen and didn't react until a menu was opened or the game hitched. Above 60 fps its AI checked whether it had landed in exactly the frames between its ground contacts and never saw it. Fixed: knock-backs end as at 60 fps.

Earlier in 1.2.4

  • Vehicles above 120 fps: a vehicle nobody was driving didn't move at frame rates above 120 (the jeep in Splashdown in Xifengkou appeared with only its wheels and couldn't be entered).
  • Frame rate readout (#10): counts frames actually shown, plus the slowest frame of the last second; MSI Afterburner, Steam etc. see the real rate too.

Earlier in 1.2

  • New name: Serious Sam: Next Encounter Native (SSNE-Native, SSNE-Native-Game).
  • Automatic updates from GitHub, with the game rebuilt when the engine changes.
  • Launcher lettering in Boink LET (the game's menu font, if installed) and the Serious Sam logo's colors.
  • 1.2.1: an ammo count of 1000 or more no longer moves away from its icon in widescreen.
  • 1.2.2: jumping, getting out of water and swimming sounds fixed at frame rate limits above 60 (#6); button icons all the same size.
  • 1.2.3: Windows display scaling: the game and launcher use every pixel of high-resolution screens (#7).

Full history: CHANGELOG.txt in the package. Controls and tips: README and README.txt.