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Serious Sam 3: BFE Deluxe Edition

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Product Update - Valve
Build 176695 for Serious Sam 3 is released.
If you have previously opted into public beta, you already have this.

Here are the changes:
- Fix a crash occurring when switching from camera to player spectator mode.
- Added fix for micro-stuttering issue, controlled via 'sim_iFixMicroStuttering' cvar.
- Fixed messed textures after alt-tab in some cases on Direct3D.
- Fixed performance problems with HDR buffer resizing when choosing multiplayer model in menu.
- Fixed slightly wrong haze calculation in some cases.
- Some measures to remedy jittering when waiting for vsync in D3D that happened on some machines in some cases.
- Added cvar 'd3d_bTripleBuffering' to control whether to use triple-buffering, when waiting for vertical retrace under Direct3D.
- Fixed black screen on client when joining a Last Man Standing server.
- Fixed music on DeamonTombs not being controlled by music volume.
- If corruption of official gro files is detected, application will notify Steam that it should verify application cache on next restart. This should hopefully fix any corrupted files user may have on disk.
- If corruption of workshop gro files is detected, they will be deleted so that they will be automatically redownloaded on next application start.
- Editor: Editor now includes additional *_edit.gro files containing non-finalized versions of all files that were stripped of their edit data during creation of the game. This means that the editor download is now about 700MB bigger, but it allows you to edit all meshes, animations, mechanisms, etc.
- Editor: All official content including levels is now editable and can be saved. So custom versions of official levels can be created.
- Editor: If official content from a DLC is edited and resaved, it retains its DLC license. If such content is shipped to workshop, users subscribing to it need to have that DLC installed.
- Editor: It is now possible to finalize files using the shipped editor. Finalized files will be smaller in some cases, but will lack edit data.
- Editor: If some files are missing when loading documents in editor, placeholder "default" resources will be automatically created instead of failing the load.
- Editor: Fixed rendering size and aspect issues when running test game in editor, which caused mouse cursor in menus to be rendered in wrong position and other strange issues.
- Linux: Text input in Linux now respects the current keyboard layout.
- Linux: Support for clipboard (copy/paste).
- Linux: Fixed wrong characters in Linux for comma and period keys.
- Linux: Game now tries to restore desktop resolution after fatal error.
- Linux: Stack dump is now generated when the game crashes (into the Sam3.rpt file), similar to the Windows version. Post this when reporting crashes.
- Linux: Dedicated server would not start from Steam client.
- Localizations: Updated Bulgarian.

Build 174807 for Serious Sam 3 is released.
If you have previously opted into public beta, you already have this. For all others, here is the list of changes:

Here are the changes:
- Fixed slowdown due to constant resizing of HDR buffer when Netricsa HUD is on.
- Showing rendering resolution is now more accurate. (Shows size of HDR drawport and canvas it resides on.)
- Fixed erroneous calculation of object guide box handle size.
- Fixed a problem that would cause player weapon firing (for some weapons) to sometimes (randomly) be one frame late.
- Now using new Steam Workshop API that allows item sizes of up to 200MB, and should be more resistant to transient errors.
- Fixed survival medals not being shown.
- Linux: Gamepads are no longer disconnected if they don't have enough axes or buttons. This should also fix performance impact for such gamepads.
- Linux: Gamepad names are now logged.
- Editor: Implemented new macro function ApplyDamageTool() on base entity. This function exposes Editor's Damage Tool to scripts.
- Fixed an issue causing all split screen users to render primary user's crosshair icon instead of their own.
- Fixed player's view getting stuck when forced to look onto a target entity by script, if Free Look option is disabled.
- Added support for hardware gamma-correction for Linux and OSX platforms.
- OSX: Error will now be reported if cursor connect fails on OSX.

PC Gamer
rel="bookmark"
title="Permanent Link to Latest Indie Royale bundle celebrates Valentine’s day with explosions">Serious Sam 3 bombs







Valentine's Day isn't usually synonymous with charging monsters and punch-packing rocket launchers, but that's the direction Indie Royale have taken with their Valentine's Bundle 2.0. Serious Sam 3: BFE headlines the six-game selection. I guess those screaming headless bomb-arm guys really were just trying to give you a hug.



Also included in the bundle is the tower-defence game Shad'O, 2D platformer Oozi: Earth Adventure, 2D platformer Lunnye Devitsy, 2D platformer Wake, and 2D puzzle-platformer Doc Clock and the Toasted Sandwich of Time. If nothing else, it's a love letter to fans of 2D platformers.







As always, the bundle price will fluctuate over the next week - rising as more people buy, but lowering in response to generous donations. The current minimum is £3.72, which isn't bad for the tender company of viscera-chasing demons.
Product Update - Valve
Build 174448 for Serious Sam 3 is released.
If you have previously opted into public beta, you already have this. For all others, here is the list of changes:

- Linux: Added log messages for connected gamepads.
- Linux: Added inp_bLogGamepadEvents cvar for logging gamepad events.
- Linux: Fixed crashes on some window managers due to missing Xlib atoms.
- Added support for OpenGL tearing in VSync via 'ogl_bVSyncTearing' cvar. When cvar is on, screen refresh will wait for number of retraces specified via 'gfx_iWaitVSyncs' cvar and if more vertical retraces passed, will not wait for next one, but will do swap as soon as possible.
- Fixed wrong report of utilized OpenGL extensions.
- Slider widgets in color options menu are now enabled/disabled depending on support of gamma-correction also, not only full-screen or window mode.
- Fixed resolution downsizing not downsizing some buffer in-game causing more GPU memory usage than needed.
- Fixed command bindings not displaying properly in spectator view HUD.
- Added news feed to start screen.
- Editor: Fixed crash when exporting textures.
- Editor: Khnum and Aircraft puppets no longer ignore lethal damage. This allows Killer entity as well as macro functions such as DropDead() to affect these puppets.
- Editor: Added a new macro function to base entity: InflictWeaponDamage(). This function deals damage equivalent to one produced by any given weapon.

Product Update - Valve
Build 173936 for Serious Sam 3 is released.

- Linux: Various fixes for visual artefacts caused by GPU resource corruptions that happened when game was minimized, alt-tabbed or otherwise lost focus.
- Faster switching into game after Alt-Tab, and changing Gfx APIs.
- Linux: Outdated driver versions are now reported to user on Linux.
- Linux: Fixed zombie processes sometimes being left over by the game.
- Fixed problem where correct video mode wasn't started when changing back to game (via alt-tab) if cvar 'gfx_iAPI' is set to gfx API that is not actually supported by the platform.
- Added CPU name detection and output to console.
- For detecting GPU vendor and device ID under Linux, "lspci" external command is now used instead of "libpci" interface.
- OSX: Some fixes for handling of gained/lost keyboard focus.
- Prevented possible application crash that may occur during Steam Workshop sync IO failure.
- Handling of GPU synchronization (if gfx_iFinish>0) is now more responsive. It would sometimes cause stuttering previously.
- FPS counter variation is now also displayed (minimum and maximum frame rate for last refresh interval). Controlled via 'prf_bShowFPSVariation' cvar. (Default is on.)
- Fixed crash at start if Steam is running in offline mode.
- Mouse is no longer confined to window after alt-enter.

Product Update - Valve
Build 173456 for Serious Sam 3 is released.

If you have previously opted into public beta, you already have this. For all others, here is the list of changes:

Update 173456 contains a number of general fixes in the game, as well as some that are specific to the Linux version.

- IMPORTANT FOR LINUX: Most of the weird performance problems in previous builds were caused by performance throttling (aka power saving) features on various CPUs not correctly identifying that the game is running and continually jittering between low and high performance modes (several times per second sometimes!). This build adds a workaround for this which should hopefully prevent the symptoms from being so extreme. It is not perfect however, as there might still be a few percents of performance to squeeze out. The recommended solution is to turn off such features in BIOS for Linux machines. They can be found in BIOS under names such as SpeedStep, Cool'N'Quiet, C1E, PowerNow!, Power Saving, CPU Throttling, Dynamic Frequency Scaling, or something else - depending on your BIOS.

- Added a script that offers to automatically install libpci.3 on linux if it is missing.
- Fixed graphics corruption under OpenGL if game is minimized or "alt-tabbed" while it is loading content.
- Fixed screen-shot grabbing and manual save-game thumbnails not working under OpenGL.
- OpenGL library can now load even if some vendor dependent functions are missing.
- X11 libraries on Linux are now dynamically loaded, so game can properly report and error if something is missing.
- Dedicated server on Linux no longer requires X11 to be installed.
- Fixed problems with filenames of wrong case that happened only with Linux dedicated server.
- Full support for language packs in Workshop. Language mods can now work even in pure (non-moddable) version of the game, and don't require any customization from user side. Just subscribe to them.
- Workshop packages menu is now also available in non-moddable version of application (this allows enabling/disabling of language packs).
- User is now properly notified when Steam Workshop content download fails.
- Fixed issues that might have prevented some user accounts from uploading to Workshop.
- SeriousEditor now displays Steam Workshop sync progress in status bar.
- Upload to Steam Workshop command is no longer available until Steam Workshop sync is finished. Previuously, it locked up the application.
- Fixed an issue causing clients to always see weapon change on HUD at game start.
- Fixed a lockup happening if spectator cameras are linked in a closed loop. This only happened with user-made levels.
- Weapon change attempt is now correctly being indicated on HUD if performed during sprint.
- Fixed popup menus in Serious Editor sometimes going off the bottom of the screen in multimonitor setups.
- Fixed duplicate directory entries being shown in Serious Editor in file browsing for directories inside user-made .gro files.
- Added vertex merge when importing fbx meshes.
- Added facilities in Serious Editor to automate editing on entities from console scripts.
- Added cfuncs edtGetMemberValue(strUserDataPath) and edtSetMemberValue(strUserDataPath, value) used to change entity properties.
- Added cfunc edtSelectEntityPropertyByID(iEntityID).
- On Linux, fixed wrong display settings if no monitor has been marked as primary.
- KDE session version added to the log.

Product Update - Valve
- Added a script that offers to automatically install libpci.3 on linux if it is missing.
- Fixed graphics corruption under OpenGL if game is minimized or "alt-tabbed" while it is loading content.
- Fixed screen-shot grabbing and manual save-game thumbnails not working under OpenGL.
- OpenGL library can now load even if some vendor dependent functions are missing.
- X11 libraries on Linux are now dynamically loaded, so game can properly report and error if something is missing.
- Dedicated server on Linux no longer requires X11 to be installed.
- Fixed problems with filenames of wrong case that happened only with Linux dedicated server.
- Full support for language packs in Workshop. Language mods can now work even in pure (non-moddable) version of the game, and don't require any customization from user side. Just subscribe to them.
- Workshop packages menu is now also available in non-moddable version of application (this allows enabling/disabling of language packs).
- User is now properly notified when Steam Workshop content download fails.
- Fixed issues that might have prevented some user accounts from uploading to Workshop.
- SeriousEditor now displays Steam Workshop sync progress in status bar.
- Upload to Steam Workshop command is no longer available until Steam Workshop sync is finished. Previuously, it locked up the application.
- Fixed an issue causing clients to always see weapon change on HUD at game start.
- Fixed a lockup happening if spectator cameras are linked in a closed loop. This only happened with user-made levels.
- Weapon change attempt is now correctly being indicated on HUD if performed during sprint.
- Fixed popup menus in Serious Editor sometimes going off the bottom of the screen in multimonitor setups.
- Fixed duplicate directory entries being shown in Serious Editor in file browsing for directories inside user-made .gro files.
- Added vertex merge when importing fbx meshes.
- Added facilities in Serious Editor to automate editing on entities from console scripts.
- Added cfuncs edtGetMemberValue(strUserDataPath) and edtSetMemberValue(strUserDataPath, value) used to change entity properties.
- Added cfunc edtSelectEntityPropertyByID(iEntityID).

PC Gamer
rel="bookmark"
title="Permanent Link to Serious Sam 3 developer speaks out against Windows 8">windows8-610x321







In a post on this Steam forum thread about a new Serious Sam 3 patch, Croteam's CTO Alen Ladavac has spoken out against Microsoft's latest Windows revision, describing the Metro/tiled UI's Windows Store restrictions as a "horrible" idea, and blasting the certification process currently being used to keep certain mature games off the Store.



After the dreaded 'W' and, er, '8' words were brought up in the thread - specifically in regards to problems a player was having running Serious Sam 3 in Windows 8 - Ladavac responded by expressing his concerns about the service, after apologising for "keeping off topic". His biggest complaint was that "one cannot release a tiled UI application by any other means, but only through Windows Store," referring to the interface-formally-known-as-Metro's disregard for any program/game that doesn't meet their strict requirements. To clarify: Windows 8 itself won't restrict you from installing certain games/programs, they just won't show up in its primary interface.



Ladavac took exception to this, stating that "if it was just about 'being downloaded from Windows store', it would not be a problem. It would be nice to have a common hub to download things from. But to get an app onto that store, it has to be certified by MS. This means bringing the 'console experience' onto your desktop. Each app that you will get through the Windows Store will have to adhere to certain requirements imposed by MS." He went on to shake his fist at the age restrictions that have kept games like Dishonored and Skyrim off the Windows Store, at least in the short term.



Thankfully, that policy has been reversed by Microsoft, although it's worth noting that the Windows 8 app certification requirements still state that any applications "with a rating over PEGI 16, ESRB MATURE, or that contain content that would warrant such a rating, are not allowed." In any case, the games haven't appeared on the store yet.



The suggestion that a hypothetical Windows 9 may block off side-loading entirely (loading programs outside of the tiled UI) is entirely speculative, but much of what Ladavac says chimes with what other outspoken developers, and Valve, have been saying for months now. As PCGamesN explained earlier today, they've been putting their considerable weight behind Linux instead, the beta of which opened just last week.
PC Gamer
rel="bookmark"
title="Permanent Link to Serious Sam 3 hits Steam Workshop, in typically explosive fashion">sam







The problem with Serious Sam 3's rocket launcher is that it looks too much like a rocket launcher, rather than, say, a disconcertingly headless enemy that fits in the palm of your hand like a particularly grisly Polly Pocket. Thank heavens then for the Pet Scrapjack mod, and for Steam Workshop in general, which has welcomed Serious Sam 3 into its moddable embrace.



Highlights so far include the aforementioned Scrapjack, the gentlemanly Sir Buttersworth mod, and, er, a map based on the Ben Stiller film Night at the Museum. If that's inspired you to make your own, based on Meet the Parents or even There's Something About Mary, Croteam have helpfully created a guide to putting the thing online. In the meantime, this cheery little headless fella clearly needs to be in everyone's game. Chop chop.
Product Update - Valve
Update 171822

- Prepared everything for Steam Workshop support.
- Added Bulgarian locale.
- Fixed a crash occuring on server if a client equips sledgehammer, climbs onto a ladder and disconnects while still on the ladder.
- Fixed a crash on dedicated server occuring in coin-op if a game ends with all players disconnected.
- Fixed another way to get out of map on Medina.
- Mirror reflections are now disabled at low GPU quality.
- More optimizations on OpenGL (GLSL) shaders.
- Glowing in menu is now disabled on OSX and Linux platforms, and on 'lowest' GPU quality preset.
- Updated fbx import-export interface to make it accessible from the model editor.
- SeriousEditor: Fixed crash when trying to solve solution which doesn't have lightmaps' dimensions of power of 2.
- SeriousEditor's file open dialog is now better at handling files with weird path formats (mixed slashes and backslashes, dot-dots...)
- Updated browser list control to display green checkered background for files without a catalog index.
- Voice chat now also works via OpenAL, if enabled via svm_bOpenALVoiceRecording. It is enabled by default on Linux, but disabled by default on OSX, because OpenAL recording is broken in most OSX versions.
Product Update - Valve
Update 171000

- Player now has correct animations in 3rd person when wielding the axe.
- Fixed fast-firing exploit on SledgeHammer/Axes.
- In versus game modes, C4 projectile can now be picked up by any player after it has been idle for a while. In non-versus game modes, it can only be picked up by the player who threw it.
- In versus games, C4 bombs now collide and bounce off of enemy players when hit, rather than pass through them.
- After respawning, players can no longer trigger C4 explosives that they threw before being killed.
- When a player is killed in versus game mode holding a weapon with no ammo remaining, they will no longer drop it as a pickable weapon item.
- Fixed sniper mask not being rendered if weapon rendering is disabled.
- Fixed crashing when going into spectate on DemonTomb, Medina and TombofNefretari.
- Added Tehnopolip after 4 min of gameplay on SV_MedinaDefender.
- Fixed some places on MedinaDefender, CairoCity and UnfinishedComplex where player could get out of the level.
- Fixed falling out of world in Fiaca.
- Fixed error in Sphinx explosive planting script.
- Fixed wrong handling of file case in Linux dedicated server.
- Russian VO for JotN DLC.
- Drag&dropping entities onto script variable in editor did not work in the first line in script. Fixed.
- Fixed a rare crash in FBX skeleton loader.
- Added cvar 'ogl_bCompressCachedShaders' to control whether OpenGL shaders will be compressed when cached to files or not.
- Fixed shader cache not saving properly on OpenGL.
- Fixed some fatal errors not being visible if happened in full screen.

...

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