This is the source code for Serious Engine v.1.10, including the following projects:
EccThe Entity Class Compiler, a custom build tool used to compile *.es files
EngineSerious Engine 1.10
EngineGUICommon GUI things for game tools
EntitiesMPAll the entity logic
GameGUIMPCommon GUI things for game tools
GameMPAll the game logic
RConUsed to connect to servers using an admin password
SeriousSamThe main game executable
SeriousSkaStudioSerious Ska Studio
DecodeReportUsed to decode crash *.rpt files
DependUsed to build a list of dependency files based on a list of root files
LWSkaExporterExporter for use in LightWave
MakeFONTUsed for generating *.fnt files
GameAgentThe serverlist masterserver written in Python
libvorbisThird party libraries used for playing OGG-encoded ingame music (see http://www.vorbis.com/ for more information)
These have been modified to run correctly under the recent version of Windows. (Tested: Win7 x64, Win8 x64, Win8.1 x64)
You will need devkitA64 and some libraries, which you can obtain from devkitPro's Pacman repository:
[dkp-]pacman -S switch-mesa switch-libdrm_nouveau switch-libvorbis switch-libogg switch-sdl2 switch-zlib libnx devkitpro-pkgbuild-helpers
To build TSE:
cd Sources source /opt/devkitpro/switchvars.sh ./build-switch.sh
To build TFE:
cd Sources source /opt/devkitpro/switchvars.sh ./build-switch.sh -DTFE=TRUE
The resulting .nro file will appear in
To build Serious Engine 1, you'll need Visual Studio 2013 or 2015, Professional or Community edition ( https://www.visualstudio.com/post-download-vs?sku=community ).
Do not use spaces in the path to the solution.
Once you've installed Visual Studio and (optionally) DirectX8 SDK, you can build the engine solution (
/Sources/All.sln). Press F7 or Build -> Build solution. The libraries and executables will be put into
\Bin\ directory (or
\Bin\Debug\ if you are using the Debug configuration).
Setting up the repository
Type this in your terminal:
git clone https://github.com/rcgordon/Serious-Engine.git cd Serious-Engine
Copy official game data (optional)
If you have access to a copy of the game (either by CD or through Steam), you can copy the *.gro files from the game directory to the repository.
Building (only for SS:TSE)
Type this in your terminal:
Sources/build-linux64.sh # use build-linux32.sh for 32-bits cp Sources/cmake-build/ssam Bin/ cp Sources/cmake-build/Debug/* Bin/Debug/
Building (only for SS:TFE)
Same as SS:SE, but note the following:
Before running build-linux64.sh, modify the file by passing
After building, you need to copy 'ssam**-tfe**' instead of 'ssam', as shown:
cp Sources/cmake-build/ssam-tfe Bin/
Type this in your terminal:
ssam-tfe if you are running TFE)
DirectX support is disabled by default. If you need DirectX support you'll have to download DirectX8 SDK (headers & libraries) ( http://files.seriouszone.com/download.php?fileid=759 or https://www.microsoft.com/en-us/download/details.aspx?id=6812 ) and then enable the SE1_D3D switch for all projects in the solution (Project properties -> Configuration properties -> C/C++ -> Preprocessor -> Preprocessor definitions -> Add "SE1_D3D" for both Debug and Release builds). You will also need to make sure the DirectX8 headers and libraries are located in the following folders (make the folder structure if it's not existing yet):
MP3 playback is disabled by default. If you need this feature, you will have to copy amp11lib.dll to the '\Bin' directory (and '\Bin\Debug' for MP3 support in debug mode). The amp11lib.dll is distributed with older versions of Serious Sam: The First Encounter.
3D Exploration support is disabled in the open source version of Serious Engine 1 due to copyright issues. In case if you need to create new models you will have to either use editing tools from any of the original games, or write your own code for 3D object import/export.
IFeel support is disabled in the open source version of Serious Engine 1 due to copyright issues. In case if you need IFeel support you will have to copy IFC22.dll and ImmWrapper.dll from the original game into the
This version of the engine comes with a set of resources (
\SE1_10.GRO) that allow you to freely use the engine without any additional resources required. However if you want to open or modify levels from Serious Sam Classic: The First Encounter or The Second Encounter (including most user-made levels), you will have to copy the game's resources (.GRO files) into the engine folder. You can buy the original games on Steam, as a part of a bundle with Serious Sam Revolution ( http://store.steampowered.com/app/227780 )
When running a selected project, make sure its project settings on Debugging is set to the right command:
- For debug: $(SolutionDir)..\Bin\Debug$(TargetName).exe`
- For release: $(SolutionDir)..\Bin$(TargetName).exe` And its working directory: $(SolutionDir)..\
Before starting the build process, make sure you have a "Temp" folder in your development directory. If it doesn't exist, create it. SeriousSkaStudio has some issues with MFC windows that can prevent the main window from being displayed properly.
Serious Engine is licensed under the GNU GPL v2 (see LICENSE file).
Some of the code included with the engine sources is not licensed under the GNU GPL v2:
- zlib (located in
Sources/Engine/zlib) by Jean-loup Gailly and Mark Adler
- LightWave SDK (located in
Sources/LWSkaExporter/SDK) by NewTek Inc.
- libogg/libvorbis (located in
Sources/libvorbis) by Xiph.Org Foundation