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Serious Sam 3 Updates Prepare For Steam Workshop Support

Posted under News by Erik Johnson on Monday, November 12th, 2012 -

Croteam has released new updates for shooter sequel Serious Sam 3; game owners can download the update on Steam now.

These updates add new maps and pave the way for Steam Workshop support in a later update.

From the update notes:

  • 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.
  • 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.
  • 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.
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