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Serious Sam 3 Update Released


Dirty
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- NEW! Added 7 new versus maps and 3 new survival maps.

- NEW! Added support for VAC.

 

- When playing versus with automatic map rotation, if playing some map other than the official ones, next map would always be Slumoner. Fixed.

- Fixed problem with debris sometimes being lit by distant light even in underground rooms.

- Updated localizations for Chinese, Russian, Polish and Czech.

- Added support for caching GLSL shaders' binary code under OpenGL via "GL_ARB_get_program_binary" extension. (Currently only works with separated shaders!)

- Fixed some cases where (false positive) credentials errors were causing the moddable game to exit.

- Fixed SeriousEditor reporting credential errors when user tried to finalize files from list.

- Fixed SeriousEditor reporting credential errors when user tried to execute custom script commands.

- Fixed a case where 3rd person player model would be left without weapon in hand in some situations.

- Devastator projectile can now hit other physical projectiles.

- Driver version detection now works under OpenGL.

- Update auto-detect GPU info for new and existing cards.

- JPG files are now supported as a valid texture file type.

- Fixed a very very rare case of crash when printing time/date values (e.g. in load/save menus).

- Fixed an enemies remaining without an animation (rendering T-pose) in some very rare cases.

- Fixed jetpack sound being heard on entire map.

- Fixed errors when getting on or off ladders in network in some cases that didn't manifest on official maps.

- Fixed Rockets exploding on launch in some cases if fired while swimming.

- Fixed some wrong HUD visuals happening when using combinations of keyboard/mouse and gamepad.

- Fixed player banning not working and re-enabled player time ban in voting menu.

- Added support for OpenGL "GL_ARB_separate_shader_objects" extension, which speeds up shader compiling under OpenGL.

- Fixed fight music sometimes continuing playing when an event script was supposed to induce silence.

- Fixed big lens-flares being visible over sniper mask.

- Fixed black screen issue under OpenGL when player is hurt. (Mostly appeared on Mac)

- Added OpenGL extension for determining amount of video and texture RAM on NV and ATI GPUs.

- Fixed some artefacts on Pirate Pete player model.

- When no players are alive and have no lives left in a game mode that uses lives, game play will end (in 5 seconds to allow after death score from kills) and map will be restarted.

- In case there are no living players anywhere on the world, the first available spectator camera will be selected as best.

- Some optimizations in sound playback system.

- Light streaks effect quality is now smoother and can be adjusted via new 'efx_iStreaksQuality' cvar.

- Fixed black surfaces in some cases when a model with Vegetation shader is instanced.

- Further optimizations in multithreaded renderer.

- Fixed a rare crash when using C4 in network games.

- Various rendering performance optimizations.

- Fixed occasional crash at startup of Serious Editor.

- Faster texture uploads under Direct3D. Also, if d3d_bMultiThreadedDevice=1, it can upload in separate thread.

- Numerous bug fixes for OpenGL rendering.

- tex_iSquishCompressionQuality controls DXT compression quality of Squish algorithm; used only when NVIDIA texture tools are not installed

- Serious Editor now supports high quality texture compression even in Steam builds. Install NVIDIA texture tools ( http://developer.nvidia.com/content/gpu-accelerated-texture-compression ) to enable this.

- Updated fbx import to support blend shape animation.

- Fixed bug which caused falling damage when player would climb down the ladder.

- Ladders can now be used underwater.

- Player can now exit the ladder after climbing down to its base, even if there is no floor below.

- Fixed cases where ladders would not work correctly on clients.

- Fixed a rare crash that happened some times if client was left in the "you were disconnected" screen for very long time.

- Several optimizations in network processing, which lower the CPU load on server and make better use of available bandwidth for clients.

- Added steam_bEnableVAC cvar for starting a dedicated server with VAC support. VAC is now enabled by default.

- Added a checkbox for filtering VAC unsecured servers in the server list.

- Server list now shows an icon for VAC protected servers.

- Dedicated server no longer reports errors if XInput is not installed.

- Using third person view mode is no longer reported as cheating in versus game modes.

- Fixed RConServer handling of cursor offset when pasting text or using home / end keys.

- Rcon telnet server now prevents brute force password guessing attacks by limiting number of allowed connection attempts by various criteria.

- Fixed a possible crash when processing texts with invalid utf8 sequences.

- Fixed cursor navigation in game console in presence of utf8 characters.

- Voting info now properly handles player names that have html tags ("", "&") in them.

- Fixed a rare bug where level stats of a finished level would be written to a wrong leaderboard.

- Gamepad layout menu no longer renders its menu reflection, to improve readability.

- Fixed problem with menus glowing all around after returning from the game sometimes when rendering resolution was smaller than screen resolution.

- Raw input system now detects XFire and falls back to legacy sytem, because XFire breaks raw input on the system where it is running.

- Added warning in split screen menu if XFire is running. (Since without raw input one cannot use multiple keyboards.)

- Fixed some rare general multithreading crashes (all platforms).

- Fixed several cases of wrong rendering when multi-threaded renderer was enabled: translucent objects, first-person weapon and some other models flashing, morphs not working.

- Fixed crash when using multi-threaded rendering in editor and trying to edit a model.

- Fixed a possible crash in editor when attempting to edit a non-local script bound to an entity of a world which had previously been closed.

- Fixed a crash in script editor when inserting a new object into an empty line in a script by drag and dropping it.

- Fixed an issue preventing auto-complete from working if used on the first token in the first line in script editor.

- Skeletons (and animation editor) now support three types of bones - bones, joints and null bones. FBX importer automatically uses null and joint bones where needed.

- FBX importer now supports importing and exporting polygon maps and morph maps.

- Updated FBX importer to handle negative timestamps for animation keyframes.

- Added mesh simplification tool (Ctrl+Shift+C) in mesh editor. It can be used to automatically create LODs or generally simplify meshes.

- Environment grabber now also temporarly disable rendering of comments, so these are no longer baked inside probe lights.

- Door entity can now be set up to ignore distant lights (added "Ignore distant lights" property).

- Find entities dialog now has an "Extensive resource search" button. Entities which in any way reference a resource whose file name matches the search expression will be selected. Note that this is very slow and can take a few minutes on production size levels.

- Fixed crash when trying to test model without collision geometry for raycast.

- Fixed an issue where third person weapon tool would remain visible after switching to hands weapon to show sirian bracelet.

- Fixed some rare cases when enemies would behave strangely if player was in water.

- Rather than starting with the first spectator camera on the world, the camera closest to a living player is selected.

- Spectator camera's current FOV is now kept same when switching between cameras.

- Spectator view now uses standerd HUD rendering system to obey all of its settings, scaling, etc.

- Players are no longer forced to exit spectator mode during mid-game round countdown.

- Fixed various problems for players that were dead during cutscenes (not seeing the CS, spawning on wrong place...)

- Players will no longer produce wound sounds and effects if damaged while dead.

- A sound is now played when extra life is received.

- Added Intel GPUs to auto-detection list. This is just first version, and will possibly need more tweaking. (Intel GPUs are still not officially supported.)

- Added new GPUs from nVidia and ATi to auto-detection list.

- Fixed OpenGL initialization crashing on drivers that returned invalid values for identification.

- Added workaround for wrong report from ATI OpenGL driver about max render target size supported (GL_MAX_RENDERBUFFER_SIZE).

- Fixed some rare cases where shadows were rendered wrong due to visibility errors.

- Added further optimizations to visibility system for shadows.

- Instancing now works even on destruction models.

- Fixed a model disappearing too early if it has several meshes with different max distances and/or fading lenghts.

- Fixed problem with some models flashing when fading out.

- Fixed flashing pyramid in cut-scene in Luxor level.

- Fixed occasional junk screen on startup.

- Fixed extremely slow updating of font texture when using extended Direct3D device.

- Fixed some HDR brightness parameters from one split-screen view being applied to another in some cases.

- Highlight shader now renders in correct brightness when HDR output normalization is used.

- Loading shaders from disk is now faster.

- Some shaders now report errors for some invalid setup combinations, to aid properly configuring them.

- Optimized zoom shader so it doesn't render the effect in vain when very weak.

- General optimization in CPU usage for per-frame preparations for some shaders.

- Several optimisations in mirrors, refractions and water rippler, as well as SSAO, color ramp processing and light-streaks effect.

- Added compatibility testing cvar 'efx_bNoColorGrading' which, when enabled, forbid color ramping in post-processing pass.

- Radio chat controller now has IsInRadioChat() functoin to determine if a radio chat is currently in progress.

- Khnum now adjusts its feet on unlevel ground.

- All jetpack parameters are now overridable through zone controller.

- Jet pack can now be dynamically added and removed from script using AddJetpack() and RemoveJetpack() macro functions.

- Weapons that don't need auto-aiming no longer show the indicator.

- Pressing "aim" button when auto-aiming is enabled will lock on target even for weapons that don't have aim-down-sight.

- Auto-aim target tracking during aiming is now more robust handling cases such as spiders on ceilings.

- Fixed multiple players sometimes being able to attach a sticky bomb to the same entity on the same attachment.

- Fixed sticky bombs sometimes failing to lock on attachment in some rare cases.

- Puppets can now define custom stretch multiplier for locked on sticky bomb projectiles / attachments.

- Fixed possible lockup in spaceship's beam attack.

- Fixed cases where enemies using some tactics would never be able to unable to reach their foe.

- Tactics without markers now work.

- Fixed an issue with enemy kills in beast hunt mode not being counted if achieved via indirect damage (e.g., killing a kamikaze near another enemy, killing them both with kamikaze's blast).

- Ramesseum - fixed bug where in Cooperative if some player with picked canister came to fill the car within 3 seconds after other player filled last canister (8/8) script could fail and level could not finish.

- Fixed a rare issue where destroying some object would leave another object on top of it floating in the air.

- Fixed the spinning view bug that sometimes appeared on OSX.

- Updated fbx import-export to sdk version 2013.2.

- Updated fbx import-export. Fixes for model mover and unit conversions.

- Player sprint state is now canceled when game session is finished (winner or round winner is declared).

- It is no longer possible to sprint when carrying MyBurden.

- It is no longer possible to sprint underwater.

- Fixed a rare crash after respawning a player who was gibbed.

 

capsule_231x87.jpg

 

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